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The CRPG Book is a free, non-profit project. 

If you would like to have a hardcover version, you can buy one at Bitmap Books. 

All the author profits from the hardcover edition 

will be donated to Vocagao, an education NGO in Brazil. 

All games featured are the property of the copyright owners. 

Their images have been used respectfully purely for review purposes. 

Cover art by Jan Pospisil 
(www.janpospisil.daportfolio.com) 


2 




The CRPG Book: 

A Guide to Computer Role-Playing Games 


Edited by Felipe Pepe 


This book is the result of five years of work 
and the collaboration of 119 volunteers. 

We hope that you enjoy it. 


v2.0 

April 2019 




Contents 


Contents.4 


Introduction 8 


About the Project 10 


Contributors 11 


Articles & Guides_ 15 

Using this book 16 

FAQ.17 

What is an Old-School RPG?.18 

Ports: Far beyond resolution and FPS 20 

Unplayable.24 

Cartography.26 

From Prussia with love - The origin of RPGs 28 

The PLATO RPGs.30 


The Reviews 35 


1975-1979 

The beginning of the digital invasion 36 

Beneath Apple Manor.38 

Dungeon Campaign.40 

Dunjonquest: Temple of Apshai.42 

Akalabeth: World of Doom 44 


1980-1984 

The boom, the clones and the crash.46 

Eamon.48 

Rogue.50 

Wizardry: Proving Grounds of the Mad Overlord 52 

Ultima.54 

Dragons Eye.56 

Dungeons of Daggorath.57 

Telengard.58 


Ultima II: Revenge of the Enchantress 59 

Moria 60 

'I he Return of Heracles 62 

Ultima III: Exodus 64 


Questron 

66 

1985-1989 


Here come the new challengers 

68 

Wizard s Crown. 

70 

The Bard’s Tale 

72 

Alternate Reality: The City. 

74 

Phantasie 

76 

Ultima IV: Quest of the Avatar. 

78 

Autoduel 

80 

Rines of Zilfin 

81 

Might and Magic: Book I - Secret of the Inner Sanctum 82 

Starflight 

84 

Alter Ego 

86 

Alien Fires 2199 A.D. 

87 

Ys: The Vanished Omens 

88 

Deathlord 

90 

Wizardrv IV: The Return of Werdna 

91 

NetHack 

92 

The Faery Tale Adventure 

94 

Dungeon Master 

96 

Zeliard 

98 

Neuromancer 

99 

Wasteland 

100 

Pool of Radiance 

.102 

Star Saga: One - Beyond The Boundary. 

.104 

Wizardry V: Heart of the Maelstrom 

.105 

Ultima V: Warriors of Destiny 

.106 

Prophecy I: The Fall of Trinadon 

.108 

Drakkhen 

.109 

The Magic Candle. 

.110 

Hillsfar 

.112 


4 
































































Castle of the Winds.113 

Quest for Glory: So You Want to Be a Hero 114 

Knights of Legend.116 

The Dark Heart of Uukrul.118 

Wind walker.119 

Bloodwych.120 

The Immortal 121 


1990-1994 

The creative and technological explosion 122 

Ultima VI: 'Ihe False Prophet 124 

Wizardry VI: Bane of the Cosmic Forge 126 

Tunnels & Trolls: Crusaders of Khazan 128 

Circuits Edge.129 

J.R.R. Tolkien’s Lord of the Rings, Vol. I 130 

Captive.132 

Champions of Krynn 133 

MegaTraveller: 'I he Zhodani Conspiracy 134 

Spirit of Excalibur.136 

Worlds of Ultima: The Savage Empire.138 

Escape from Hell.139 

Eye of the Beholder 140 

Cobra Mission: Panic in Cobra City 142 

Knights of Xentar 143 

Moraff’s World 144 

Fate: Gates of Dawn.145 

Disciples of Steel.146 

Might and Magic III: Isles of Terra 148 

Worlds of Ultima: Martian Dreams 149 

The Bard’s Tale Construction Set.150 

Gateway to the Savage Frontier.151 

Realms of Arkania: Blade of Destiny 152 

Ultima Underworld: The Stygian Abyss 154 

Might and Magic: Worlds of Xeen 156 

Legend.158 

The Summoning 159 

Ultima VII: The Black Gate 160 

Ishar: Legend of the Fortress 162 

Wizardry VII: Crusaders of the Dark Savant 164 

Star Control 2.166 

Darklands.168 

Shadowlands.170 

Amberstar 172 

Ambermoon.173 

Quest for Glory: Shadows of Darkness.174 

ShadowCaster.176 

Perihelion: The Prophecy 177 

Princess Maker 2.178 

Veil of Darkness 180 

BloodNet.181 

Betrayal at Krondor.182 

The Legacy: Realm of Terror 184 


I Iired Guns.185 

Dark Sun: Shattered Lands.186 

Lands of Lore: 'I he 'I hrone of Chaos.188 

D ungeon Hack.189 

Forgotten Realms: Unlimited Adventures.190 

Ultima VIII: Pagan.192 

ADOM - Ancient Domains of Mystery.194 

Al-Qadim: The Genie’s Curse.196 

Superhero League of Hoboken.197 

Realmz.198 

'Ihe Elder Scrolls I: Arena.200 


1995-1999 

New 3D worlds and new audiences.202 

Witchaven.204 

CyberMage: Darklight Awakening 205 

Ravenloft: Stone Prophet 206 

Exile: Escape from the Pit 208 

World of Aden: Thunderscape.210 

Entomorph: Plague of the Darkfall 211 

Mordor: Depths of Dejenol.212 

Albion.214 

Stonekeep.216 

Strife: Quest for the Sigil.217 

Anvil of Dawn.218 

Dungeons & Dragons: Shadows over Mystara 219 

The Elder Scrolls II: Daggerfall 220 

Diablo.222 

Birthright: The Gorgon’s Alliance 224 

An Elder Scrolls Legend: Battlespire.225 

Fallout: A Post-Nuclear Role-Playing Game.226 

Lands of Lore II: Guardians of Destiny 228 

Descent to Undermountain 229 

Final Fantasy VII.230 

Betrayal in Antara.232 

Return to Krondor.233 

Rage of Mages.234 

Dink Smallwood 236 

Hexplore.237 

Baldur’s Gate.238 

Might and Magic VI: The Mandate of Heaven 240 

Fallout 2.242 

King’s Quest: Mask of Eternity 244 

Septerra Core: Legacy of the Creator.245 

Jagged Alliance 2.246 

Planescape: Torment 248 

Ultima IX: Ascension 250 

Might and Magic VII: For Blood and I Ionor 252 

Gorky 17.253 

Omikron: The Nomad Soul 254 

System Shock 2.256 


5 





















































































2000-2004 

The rise of the modern gaming industry 258 

Deus Ex.260 

Baldur’s Gate II: Shadows of Amn 262 

Siege of Avalon.264 

Might and Magic VIII: Day of the Destroyer 265 

Diablo II 266 

Vampire: The Masquerade - Redemption.268 

Soulbringer.270 

Grandia II.271 

Breath of Fire IV.272 

Evil Islands: Curse of the Lost Soul.274 

Icewind Dale 276 

Summoner.278 

Wizards & Warriors.279 

Wizardry 8.280 

Anachronox 282 

Arcanum: Of Steamworks & Magick Obscura.284 

Gothic.286 

Severance: Blade of Darkness.288 

Geneforge.290 

Pool of Radiance: Ruins of Myth Drannor 292 

ZanZarah: The I lidden Portal 293 

Divine Divinity.294 

The Elder Scrolls III: Morrowind 296 

Arx Fatalis.298 

Rewind Dale II 300 

Might and Magic IX 301 

Neverwinter Nights.302 

Neverwinter Nights: Aurora Toolset & Modules 304 

Freedom Force.306 

Dungeon Siege.308 

Gothic II.310 

Prince of Qin.312 

Star Wars: Knights of the Old Republic.314 

The Battle for Wesnoth.316 

Lionheart: Legacy of the Crusaders.317 

TRON2.0.318 

Temple of Elemental Evil.320 

Deus Ex: Invisible War 322 

Kult: Heretic Kingdoms.323 

Sacred.324 

Fable.326 

Space Rangers 2: Dominators.328 

Sudeki.330 

The Bards Tale.331 

Vampire: The Masquerade - Bloodlines.332 

The Legend of Heroes: Trails in the Sky 334 


Star Wars: Knights of the Old Republic II - The Sith Lords..336 


2005-2009 

Indie, casual, social & multi-platform games 338 


Super Columbine Massacre RPG! 340 

Jade Empire.342 

Fate.344 

Titan Quest.345 

Dwarf Fortress.346 

The Elder Scrolls IV: Oblivion 348 

Dungeon Crawl: Stone Soup.350 

Gothic 3.352 

Neverwinter Nights 2.354 

Age of Pirates: Caribbean Tales.356 

Dark Messiah: Might and Magic 358 

Mass Effect.360 

Puzzle Quest: Challenge of the Warlords.362 

Recettear: An Item Shops Tale.363 

S.T.A.L.K.E.R.: Shadow of Chernobyl.364 

Neverwinter Nights 2: Mask of the Betrayer 366 

Agarest: Generations of War 368 

Fiona.369 

The Witcher.370 

7.62 I Iigh Calibre.372 

Eschalon.374 

I Iellgate: London.376 

Barkley, Shut up and Jam: Gaiden.377 

The Last Remnant.378 

Valkyria Chronicles.379 

Fallout 3.380 

Drakensang: The Dark Eye 382 

Fortune Summoners: Secret of the Elemental Stone 384 

Seventh Sense.385 

Mount & Blade.386 

Neverwinter Nights 2: Storm of Zehir 388 

Divinity II: Ego Draconis 389 

Dragon Age: Origins 390 

Warhammer 40,000: Dawn of War II 392 

Venetica.393 

Torchlight.394 

Yumina the Ethereal.396 

Marauder.397 

Risen.398 

Knights of the Chalice 400 


2010-2014 

The freedom to play (and create) any game.402 


Borderlands 404 

Dins Curse.406 

ArcaniA: Gothic 4.407 

Two Worlds II.408 

Cthulhu Saves the World.410 

Faery: Legends of Avalon 411 


6 



















































































Alpha Protocol: The Espionage RPG 

412 

Pillars of Eternity 

488 

Fallout: New Vegas. 

.414 

Further Adventures 

491 

Mass Effect 2 

.416 



Academagia: The Making of Mages. 

.418 

1982-1987: The birth of the Japanese RPGs 

492 

Dungeons of Dredmor 

419 



E.Y.E.: Divine Cybermancy 

420 

Fan-Translations 

496 

Dark Souls 

.422 

SD Snatcher 

497 

The Witcher 2: Assassins of Kings. 

.424 

Chinese Paladin 

498 

Way of the Samurai 4 

.426 

E.V.O.: The Theory of Evolution 

499 

The Elder Scrolls V: Skyrim. 

.428 

The Legend of Cao Cao 

500 

Magical Diary. 

.430 

Labyrinth of Touhou 

.501 

Dragon Age II. 

.431 

Sword of Moonlight: King’s Field Making Tool 

502 

Deus Ex: Human Revolution 

432 

Sengoku Ranee 

503 

Mass Effect 3 

434 

Kamidori Alchemy Meister 

504 

Tales of Maj’Eyal 

.436 

Gates of Skeldal 

505 

Legend of Grimrock. 

.438 



Kingdoms of Amalur: Reckoning. 

.440 

Games we’ll (likely) never play 

506 

Dragon’s Dogma 

.442 



Of Ores and Men. 

.444 

Lists & Further Reading 

513 

Defender’s Quest: Valley of the Forgotten. 

.445 

Lists 

514 

Diablo III 

.446 

Editor’s Picks 

517 

FTL: Faster Than Light. 

.448 

Further Reading 

.518 

Paper Sorcerer 

449 

Glossary 

522 

Shadowrun Returns 

450 

Index 

524 

Hyperdimension Neptunia - Re;Birthl 

452 



Heroine’s Quest: The Herald of Ragnarok 

453 



Path of Exile 

454 



Cataclysm: Dark Days Ahead 

456 



Aaklash: Legacy 

457 



Card Hunter 

458 



Bound by Flame 

.459 



Might and Magic X. 

.460 



The Banner Saga. 

.461 



NEO Scavenger. 

.462 



Blackguards. 

.464 



Transistor 

465 



Divinity: Original Sin 

466 



Lords of Xulima 

.468 



Lords of the Fallen. 

.469 



Dragon Age: Inquisition. 

.470 



Wasteland 2 

472 



South Park: The Stick of Truth 

474 



UnderRail 

475 



The Witcher III: Wild Hunt 

476 



Age of Decadence 

478 



Undertale 

.480 



Mystery Chronicles: One Way Heroics. 

.481 



Tale of Wuxia 

.482 



Fallout 4 

484 



Sunless Sea 

486 



Hand of Fate 

487 




7 


























































Introduction 


W hen thinking about where a book dedicated 
to computer RPGs might come from, one 
might consider countries like Germany, 
Canada, UK or the US. Maybe France, Russia or Poland. 
Surely never Brazil. There’s a good reason for this. 

When the first personal computers and games 
started to appear in the late 70s, Brazil was under a 
military dictatorship which banned all computer 
imports. We couldn’t buy an Apple II, C64 or IBM 
PC, only the slow and crude national alternatives. 

Some, like my father, managed to bypass this by 
smuggling a computer into the country. Still, to play 
you also needed to find games, and those were a rarity 
(especially CRPGs!). You had to know someone who 
travelled to the US and brought the floppy disks back 
- and then copy those. That’s how Betrayal at Krondor 
arrived at my house back in the early 90s. 

Even with the computer and the game in hand, 
there was still one final barrier: the language. As 
much as I enjoyed seeing my father play, I had no 
idea of what those costumed people were saying. I 
spent months playing Krondor , exploring its large 
world, but never even left the first chapter. My biggest 
achievement was brute-forcing a riddle chest. 

I found solace in JRPGs. Not only they were much 
easier to play, but consoles were growing popular in 
Brazil, as in 1994 we finally began to emerge from 
a long and brutal economical crisis. A friend in my 
apartment building had a Super Nintendo with 
Chrono Trigger , and that game became my passion. 
By then, owning a PC was finally legal, but the CRPG 
genre was dead - computers were Doom machines. 

Years later, I was reading a games magazine and 
something caught my eye: a bizarre game where you 
could teach farmers about crop rotation to earn XP - 
but only if you had created a smart character. 


I had just started playing tabletop RPGs and was 
fascinated by a computer game like that. So, in 1998 I 
bought Fallout , which I love to this day. Not only is it 
an amazing game that breathed new life into CRPGs, 
but I finally knew enough English to play it properly. 

My younger brother didn’t. He couldn’t do most 
quests, so he just walked around and killed everyone. 
But that was also allowed, and we had a lot of fun 
talking about just how different our experiences were 
and all the cool things we kept discovering. 

I wanted to do that with more people, to talk 
with my friends in school about this game, to hear 
their stories, to partake in the joy of a shared hobby. 
However, my parents had just divorced and I was 
then living in a small town in Brazil’s countryside. 
My father gave me his old computer, but no one else 
I knew had one. They were still very expensive and 
complicated machines. Cyber Cafes began to appear 
around this time, but people played Counter-Strike 
there, not hundred-hour-long CRPGs. 

Other than my brother, I had no one to talk to 
about the wise-cracking sword in Baldurs Gate II, 
how I became a vampire in Morrowind or the fact that 
you can shoot Anna Navarre in Deus Ex. 

In 2004 I moved back to Sao Paulo, Brazil’s 
biggest city, to go to university. A side-effect was that, 
for the first time in my life, I had the Internet in my 
house. That was when everything changed. 

It sounds obvious today, we take it for granted, 
but the Internet freed us from all regional barriers. 
I could talk to anyone, anywhere, about anything! 

Eventually I found the RPG Codex, where not 
only I could talk for hours about my favourite games, 
but could I learn about RPGs I missed, alternate quest 
solutions I never tried, cool mods, funny stories, 
powerful builds and much more. I was home. 


8 





In the 14 years since, I’ve been trying to learn as 
much as possible about this amazing genre. I played 
Ultima , Wizardry and other classics that I had missed, 
tried obscure gems, emulated the hardware I never 
had, and much more. I owe a lot to abandonware 
sites, emulator developers, wise forum members and 
to the great work done recently by GOG.com. 

But where does one start? Just what is a C64? 
Does Wizardry I still hold up today? Is Albion good? 
Should I play the Might and Magic games in order? 
Am I playing badly or is this game extremely hard? 
Which mods to use in Neverwinter Nights ? 

I suffered all these questions - and many more - 
but finding the answers wasn’t always easy. 

Over the years, many guides became outdated, 
and when asking around you might find someone who 
“is tired of dumb questions”, who gives poor answers 
or who simply hates a game that you might love. 
Resources such as “Top 10 RPGs” lists help, but they 
mostly focus on the recent, popular titles. 

As such, this book represents several things. 

First, it’s a guide - the one I wish I’d had when 
I first began exploring the world of CRPGs. It shows 
the most important, popular and interesting titles, 
then tells you about what makes them so special. You 
can flip the book open, read about a few cool games, 
see the screenshots and choose what to play next. 

I’ve made sure to add some historical context 
too, showing what was happening at the time. To fully 
grasp the impact Ultima IV or Dungeon Master had, 
you must know what came before and after them. 

The book is also a helping hand. It has tips on 
how to run games that aren’t compatible with modern 
hardware, tells you when there’s a patch to fix critical 
bugs and even recommends some mods, so that you 
can have the best possible experience. 


Finally, it’s a gift to my younger self - and to 
anyone who might feel lonely like I did. Here you 
have over a hundred people from across the world, all 
willing to sit down and tell you about their favourite 
RPGs, the great adventures that they had and why you 
should try these games. 

Creating this book was a long, wild ride. It first 
began in early 2014, with the RPG Codex Top 70 
CRPGs, a poll where people voted on their favourite 
games and then wrote small reviews. From there 
came the idea of making an expanded book version, 
with longer reviews and adding historically important 
titles and curiosities. Having made the Top 70 list in 
about two months, I thought that the book would 
take around six to ten months, at most. Ha! 

It took me four years. 

Still, I can’t complain. I learned a lot during this 
time, had a blast playing the 300+ games featured 
here, got in contact with legendary figures from my 
childhood such as Chris Avellone, Warren Spector, 
Scorpia and Tim Cain, as well as all the wonderful 
people that helped create and promote this project. 

It’s surreal now to recall a time when computers 
were rare, obtuse artefacts and reading a simple quest 
in English was a challenge. A time when a project 
like this would’ve been impossible. I’d never talked 
to a foreigner until I was 17 years old, yet now I live 
in Japan. 

Isaac Asimov used to say that the role of science 
fiction was to predict change, so that we could better 
handle it as a society. Perhaps the role of RPGs (and 
games in general) is to help prepare individuals for 
challenges and adventures to come. 

Felipe Pepe, 
Project Editor 


9 




About the project 


T he CRPG Book Project is a collaborative, non-profit project created to compile the history of Computer 
Role-Playing Games into an accessible and educative volume. The book was written by volunteers from 
all continents, ages and walks of life: developers, journalists, modders, critics, scholars and fans, but also 
parents, couples, grandfathers, doctors, teachers, engineers, businessmen, etc. 

The purpose of the project is to spread our passion for this great genre, sharing knowledge that is currently 
scattered across countless forums, magazines, websites and minds. The book covers CRPGs from 1975 to 2015, 
plus contains several articles, mod recommendations, developer quotes and interesting trivia, in an effort to 
create a guide that will have something to offer to old-school veterans and new players alike. 

This PDF is based on the hardcover version of the book, published by Bitmap Books in 2019. That was a 
limited release, that helped us to get the entire book proofread and revised by a professional. The CRPG Book 
Project remains non-profit, and all the author earnings from that version (£12.475) were donated to Voca<;ao, a 
Brazilian NGO that helps kids and teenagers from poor areas to get education and employment. 

Dedicated to: 

Claudia, Celia, Marco, Saphyra, Thais, Vanessa, Thiago, Carol and Caio. 

Special thanks to: 

The RPG Codex, RPG Watch, Bitmap Books, Hardcore Gaming 101, Ultima Codex, The Internet Archive, Matt Chat, 
MobyGames, The CRPG Addict, Cyber 1, CGW Museum, DJ OldGames, DOSBox, The Digital Antiquarian, Unseen64, 
Museum of Computer Adventure Game History, The LP Archive, Abandonia, My Abandonware, GOG, Gamasutra, 
Nautilus, Shane Plays, Hall of Light, Emuparadise and every unsung hero who contributed to these websites, developed 
emulators, ports for modern systems, mods, fan-patches, archived rare games or uploaded footage of them to YouTube. 
This book would have been impossible without all of you. 

And, of course, a most special thanks to those who created all theses games in the first place, as well as those who 
put their best into games that unfortunately never saw the light of day. This book is a tribute to your work. 


10 





Contributors 


Alberto Ourique (AO) is an experienced 
copywriter, but a rookie in game industry 
and novels. If all goes wrong, he intends to 
embrace immortality by becoming a lich. 

Andre Stenhouse (AS) didn’t own a single 
console game until high school, but played 
Quest for Glory with her father and read 
stacks of books. 

Andrea Marcato (AM) is a long-standing 
Abandonian who is amazed to be in the 
same credits list as Chris Avellone. 

Andreas Inderwildi (Al) is a writer and 
freelance game critic with an unhealthy 
obsession for Dark Souls and Planescape: 
Torment. When he isn't playing games he 
likes to read and/or write about history, 
folklore, and the occult. 

Andrew "Quarex" Huntleigh (QX) is a 

family man with a PhD, and spends his days 
as a federal officer when not agonising over 
proper paper-doll inventory management. 

Arkadiusz Makieta (AR) got his first 
computer, an Atari 65XE, at the age of 10. 
This was the beginning of his quest for an 
ultimate RPG. Today, he still doesn’t realise 
there’s no such thing. 

Arni Vikingur (AV) has been sheltering from 
the Icelandic frost by a warm computer 
since 1986 and therefore knows far too 
much about video games. 

B. "Mr Nova nova" White (BW) is a writer 
who remembers when Knights of Legend 
would make his floppy drive melt. Inquiries 
can be sent to forbwhite@gmail.com 

BaronVonChateau (BC) Dreams of making 
a surrealist RPG, though he has no idea of 
what he exactly means by that. To trump his 
despair, he spends years making convoluted 
quest mods named after jazz standards. 


Benjamin Sanderfer (BE) once helped 
develop software for a famous RPG 
publisher for their universal pen-and-paper 
game system. Too bad that system was such 
a failure it helped drive that company out of 
business. True story. 

Blobert (BL) Started with RPGs with 
Phantasie III on the C64. Fell in love Ultima 
V, and continues to play CRPGs when his 
four kids give him the chance. 

Branislav Mikulka (BM) resides in the land 
of the leprechauns. Got stuck in the MS- 
DOS gaming era, secretly admires trashy 
movies from the 50s and thinks Philip K. 
Dick was the best writer ever. 

Brian Stratton (BS) started playing CRPGs 
in third grade and still lives for fighting 
minotaurs, dragons, ores and the undead. 

Brian 'Psychochild' Green (BG) is an MMO 

developer who first played text MUDs and 
is a lot more friendly than his pseudonym 
might indicate. 

Casiel Raegis (CR) is a North Carolina-based 
film director whose backlog is larger than 
this book. 

Casper "Grunker" Gronemann (CG) 

dislikes most parties, excepting those 
with six characters or more. 

Chester Bolingbroke (CHB) continues 
to struggle with his addiction. 

Chris Avellone (MCA) is reported to be 
friendly, non-toxic, and his mother still 
doesn’t understand what he does on a 
daily basis, but he loves her anyway. 

Christian Hviid (CH) started gaming in the 
80s and still thinks 3D gaming is something 
new-school and dirty. 


Christian Hudspeth (CHR) Husband, father, 
gamer and really good at all of them, just ask 
his mom. 

Christopher Abies (CA) has a passion for 
gaming history. He and his wife grew up 
gaming and love playing both new and 
old-school games together. 

Crooked Bee (CB) got to be the RPG 

Codex’s editor-in-chief after defeating the 
previous editor in a game of Wizardry IV. 
That should tell you all you need to know 
about her. 

Daniel D'Agostino (DD) became a software 
developer to learn how to create games. 
Ironically, he now seldom finds time for 
games thanks to software development itself. 

Darktoes (Dl) is a student, gamer and 
self-proclaimed helpful person. 

Darth Roxor (DR) likes Betrayal atKrondor, 
naked volleyball and putting as many 
adverbs into his articles as possible. 

David Ballestrino (DB) can’t look at a 
chequered floor without imagining how 
to position a party and hoping for a good 
initiative roll. 

David Konkol (DK) is an author and game 
designer whose insane ramblings can be 
found at www.madoverlordstudios.com 

David Walgrave (DW) has three uses for 
his deep, booming voice: to organise video 
game projects, to sing as the frontman of a 
metal band, and to quietly talk to his cute, 
fluffy dogs. 

David "dhamster" Hamilton (DH) is ready 
to form a party like it’s 1999. 


11 





David "mindx2" B. (M2) spends many 
a night perusing his collection of classic 
computer game boxes, pining away for 
that bygone era. 

Deuce Traveler (DT) has many hobbies be¬ 
sides CRPGs. He also likes beer, exercise, 
pulp novels, chess, and the occasional screw. 

Diggfinger (DF) loves Fallout and everything 
Troika-related. Check out his wiki on Jason D. 
Anderson if you’re not convinced. 

Dorateen (DO) rolled a dwarven fighter over 
thirty years ago and has enjoyed this hobby 
from tabletop into its computer role-playing 
iterations ever since. 

Drew Merrithew (DM) became a developer 
specialising in cybersecurity when it became 
apparent game development doesn’t pay. 

Durante (DU) role-plays a scientist by day 
and is an RPG gamer at night. He has a 
thing for intricate systems and simulations, 
even if they are needlessly complex. 

Eric Shumaker (ES) is a gamer bad boy who 
games for what he believes in. He has worked 
on many stupid games you haven’t played. 

ERYFKRAD (ER), His Holiness the God- 
Emperor of All Mankind, Lord of the Heavens 
above and Master of the Hells Below. 

Fairfax (FAX) MCA disciple and Civilization 
modder, loves game development stories 
and daydreaming about making CRPGs. 

Felipe Pepe (FE) is the idiot who thought 
he could finish making this book in just 
six months or so. 

Ferhergon (FHG) used to host “Maniacos 
del Calabozo” and thinks old gold times 
for RPGs are long gone. 

Frank "HiddenX" Wecke (HX) The Elder 
Spy, Game Curator & Editor at RPG Watch, 
RPG Dot veteran and special emissary at 
the RPG Codex. 

Gabor "J_C" Domjan (JC) grew up in the 
90s and got to see the golden age of gaming. 
He enjoys most genres, but CRPGs and 
flight simulators are his real love. 

Garfunkel (GA) got a C64 for Christmas, 
detoured briefly to Amiga 500 before set¬ 
tling in with a PC in the 90s and has never 
strayed elsewhere. 

Gary Butterfield (GB) is an author, podcaster 
and loving supporter to maligned CRPG 
sequels. He’s actually sort of OK with THACO. 

Geo Ashton (GE) is an avid writer who 
enjoys playing video games and reading 
about gaming culture. 


George Weidman (GW) makes videos a few 
people enjoy. He has lost years of his life to 
the Fallout series, and regrets nothing. 

Ghostdog (GD) Has been in RPG Codex 
far too long for his sanity’s sake. When 
he had trouble replaying his favourite 
game, Planescape Torment in widescreen 
resolutions, he made a UI mod to fix that. 

Grant Torre (GT) Living in the state 
of Michigan, he spends his time with 
drumming, literature, video games, and 
everything else geek culture has to offer. 

Guilherme De Sousa (GS) has enjoyed 
CRPGs since playing Ultima IV on the 
C64 back in the mid 1980s. 

Gustavo Zambonin (GZ) is, perhaps, the 
youngest among all of the contributors, 
slowly learning how to savour the best 
CRPGs released since he was born. 

Hannah and Joe Williams (H&JW) are 

a married couple LARPing as computer 
game creators and part-time hermits. 

Ian Frazier (IF) is a game designer whose 
hobbies include painting minis and banishing 
unfathomable evils to the outer darkness. 

Ivan Mitrovic (IM) Proud member of the PC 
master race, in 2001 he tried his first RPG, 
Planescape:Torment which up to this day 
remains his favourite game. 

Jack "Highwang" Ragasa (JR) is a YouTube 
game reviewer that attributes many years of 
video games to his overly verbose nature. 

Jaedar (JA) had a great big think about it, 
and realised NWN2 is one of the first ‘real’ 
RPGs he ever played. He’s been playing 
catch-up ever since. 

Jakub Wichnowski (J W) Story is what he 
values the most in games and he hopes that 
one day he’ll be able to make a game at least 
half as good as Planescape: Torment. 

James McDermott (JM) is a musician that 
plays too many games. He is still waiting 
patiently for Arcanum 2. 

James "Blaine" Henderson (JBH) doesn’t like 
whatever terrible games you like, unless they’re 
games that he also happens to like; but he can 
probably find a reason to criticise you anyway. 

Jay Barnson (JB) is a writer, game developer, 
programmer, and - in an alternate universe 
where the C64 never came to be - the Grand 
Emperor of the Western Hemisphere Hegemony. 

Jedi Master Radek (JMR) from the depth 
of his basement is scheming to take over 
the world. Hoping to turn all readers into 
his mindless puppets. 


Joseph Coppola (JO) is a programmer who 
enjoys RPGs, novels, and other word-based 
activities. 

Jorn Grote (JG) had to decide whether to 
study for final school examinations or play 
Fallout. It worked out for the best. 

John Harris (JH) writes for @Play and on retro 
games, and also sometimes makes computer 
games. He thinks the best game ever made is 
Rampart, the fool. 

Kenneth Kully (KE) inadvertently created the 
biggest hub of Ultima news and fan activity 
online, and still finds time for it when he isn’t 
on call as a father or Scout leader! 

Kurt Kalata (KK) took his first step towards 
war and made the end of battle. He also runs 
Hardcore Gaming 101. 

Lev (LEV) likes RPGs and just wanted to 
appear in a book with Chris Avellone. 

Ludo Lense (LL) Trades sanity for the ability 
to make overly long videos about games. 

Luis Magalhaes (LM) From doctor to marketer 
to writer, Luis keeps changing class in real life, 
but his favourite gaming genre is unchanged 
since the 90s. Hint: it’s not FPSs. 

M. Simard (MS) prefers to stay in the base¬ 
ment during summer, although his German 
Shepherd does take him out for a walk every 
once in a while 

Maciej Miszczyk (MM) Gamer since early 
childhood, loves games of all kinds but 
prefers either RPGs from mid-to-late 90s or 
anything that’s obscure, complex, difficult 
or unique. 

Marc Hofstee (MHO) is called the weirdest 
Ascaron- fan of all time (quote M. Worsley). 
He also loves Final Fantasy VII, an Atari ST 
and his seven kids. 

Marko Vuckovic (MV) is an old strategy fan 
who spent way too much time playing Laser 
Squad on his C64, but regrets nothing. 

Mathias Haaf (MH) Amateur writer from 
Germany and an avid collector and player 
of MS-DOS RPGs. Has a YouTube channel 
were he posts videos on his beloved hobby. 

Max Silbiger (MAS) is a developer who does 
translation hacks of old Japanese PC games. 
Sometimes, he even gets to play them, too! 

Michael Mils (Ml) learned to read and write 
on a French 8-bit computer and therefore 
grew both bitter and nostalgic. 

Michel Sabbagh (MIS) is a bug smasher by 
day and word wrangler by night who has a 
salmon fetish. 


12 




Neanderthal (NT) Wounded, old and 
lecherous. 

Nicolas Hennemann (NH) Freelance writer 
and translator, took the chance to tell you 
about his favourite game and ran with it. 

Nicole "Jaz" Schuhmacher (NS) grew 
up with Pong and is still a multi-platform 
gamer. She gets all teary-eyed when thinking 
of the games of the 90s. 

Nostaljaded (NJ) can be found lurking in the 
Bearpit. No other known facts other than a 
quirky one who prefers the veil over limelight. 

Nyaa (NY) is an avid gamer who took up 
Translation LP of unique foreign games as 
a hobby to contribute back to the gaming 
industry that he loved. 

Octavius (OC) aka PetrusOctavianus is 
one of the veterans of the RPG Codex. 

Oleg "Smiling Spectre" Bobryshev (SS) 

is an avid gamer and game collector. 

He wants to play them all, but real life 
makes its own adjustments. 

Outmind (OU) enjoys long walks on the 
battlefield and hopes robots wont take over 
before an FF Tactics sequel is released. 

Patrick Holleman (PNH) writes books about 
the historical development of video game 
design. No, he does not know why, either. 
www.thegamedesignforum.com 

Petr Hanak (PE) is a DraciDoupe gamemaster 
that just had to create his own game system 
for the party. Secretly hoping to finish it and 
shatter the AD&D supremacy. 

Prime Junta (PJ) has a thing for systems, 
worlds, and stories, and thinks RPGs on 
computers and off them are the coolest 
way we know to bring all of them together. 

Reggie Carolipio (RE) has been trying not to 
walk and turn in 90° angles or (A)ttack stray 
monsters without armour since the 80s. 

Ricardo Regis (Rl) learned to love CRPGs as 
a child, while he fantasised everything that 
happened during tabletop RPG matches 
with his friends. 

Richard Cobbett (RC) just wants everyone 
to stop with the bloody giant spiders already. 
Unless there’s an equally giant can of RAID. 

Richard Mitchell (RM) got his CRPG start 
with Ultima on the C64 in 1988. He would 
like to say its been all downhill ever since but 
Star Wars and comic books would disagree. 

Rob Parker (RP) studies interactive fiction 
and roguelikes, Managing Editor for First 
Person Scholar. 


Rob Taylor (RT) has been hanging out in 
Waterdeep tavern, enjoying the vibe, since 
1991. He was a professional games journalist 
in another life. 

Robert Bailey (RB) is an RPG Watch member 
who still plays C64 RPGs and goes misty eyed 
upon reflecting on the games which got him 
started on this grand adventure. 

Rod "TronFAQ" Rehn (RTR) has a dumb 
nickname that he’s now stuck with, and 
somehow went from writing FAQs to 
making mods for one of his favourite games. 

Rogueknight333 (RK) had a hard time 
finding the old school RPGs he loved, 
so decided to use the Neverwinter Nights 
toolset to make his own, resulting in the 
ongoing Swordflight series. 

Romanus "ZZ" Surt (ZZ) played shooter 
games before stumbling upon Akalabeth 
and Mordor. 

Ryan J. Scott aka "Zombra" (RJS) is neither 
zombie nor zebra, but enjoys certain 
qualities of both. 

Ryan Ridlen (RR) Hooked on RPGs since 
Betrayal at Krondor. Loves story-driven games 
and turn-based tactical combat. 

Scorpia (SC) is still crazy (gaming) 
after all these years. Sometimes, she 
wishes we were still in the 8-bit era. 

Scrooge (SR) got into computer gaming 
relatively late, being a part of the console 
crowd before. Since then she loves soaking up 
everything that’s turn- and party-based. 

Shamus Young (SY) is a programmer, an 
author, and nearly a composer. He just won’t 
shut up about video games. 

Shanga@Bearpit (SH) Cuddly fierce bear 
who doesn’t like to share his food, but would 
gladly starve and let you eat it all if you’re a 
nice person. 

Silver Girl (SG) 

Sitra Achara (SA) spelunking in Temple of 
Elemental Evil files since 2006, has yet to be 
eaten by a grue. 

SniperHF (SD) started playing RPGs on 
completely opposite ends of the spectrum 
with Fallout and Diablo. He has been addicted 
to the genre ever since. 

SuicideBunny was due to help with the book, 
but the universe had other plans. RIP, bro. 

Suzie Ng (SN) CRPG enthusiast since Baldurs 
Gate II, enjoys party-based games with good 
NPC interactions, and dreaming of getting 
involved in mod development. 


'Tatty' Waniand (TW) would spend her 
perfect Sunday coding, reading books that 
aren’t related to work, and daydreaming 
about gore and games. 

Thiago Fernandes dos Santos (TF) has always 
loved RPGs and fighting games. 

Thomas Henshell (TH) always read the 
manual before playing the game. Always. 
Patiently awaiting manuals to make a 
comeback. 

Thomas Ribault (TR) can’t stop talking with 
his hands. He loves CRPGs so much that he 
is writing a PhD about them. 

Theo "Izual" Dezalay (IZ) wrote a whole book 
about Fallout, which means he obviously made 
all the wrong choices in his life. 

Tilman Hakenberg (Tl) has managed to trick 
everyone into thinking he’s some kind of 
writer, but doesn’t really know what he’s doing. 

Tim Cain (TC) has been making video games 
since before it was cool. You know, like in 
the 80s. 

Tonya Bezpalko (TAB) loves stats that turn out 
to do nothing when you look them up later, 
and other antique design elements. 

Trevor "Trooth" Mooth (TM) is a self- 
proclaimed authority on roguelikes, and has 
been gaming and writing since before you 
were born. 

Vadim Keilin (VK) is a scholar whose 
academic job gives him the perfect excuse 
to play games - because, you know, research. 

VioletShadow (VS) would like to be a 
figure skater in the next life. In this one, she 
frequents questionable forums and plays 
Bloodlines. 

Vladimir Sumina (VL) grew up playing 
adventure games. Then he discovered CRPGs, 
which showered him with an abundance of 
choices, and he soon realised that blowing up 
a door can be just as fun as unlocking it 

Werner Spahl (WS) is an analytical chemist 
who never would have thought that fixing a 
game is sometimes more fun than playing it. 

Wojtek "Mico Selva" Misiurka (WM) is a 

failed fan-fiction writer turned world-class 
time waster, with an ever-growing backlog 
of stuff to do. 

Zed Duke of Banville (ZD) has been playing 
CRPGs since 1986. Although he now 
reluctantly plays games on IBM PCs and 
consoles, he spends his spare time building a 
time machine so that he can travel back and 
establish Amiga world domination. 


13 





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Articles 
& G uides 


H ere we feature a guide to using this book 
and an FAQ on how to play older CRPGs, 
followed by a selection of articles about older 
hardware, game history and CRPG trends. 

Several writers contributed here. The first article 
is from Jay Barnson, developer at Rampant Games 
and prolific writer, full of insights into the RPG genre. 

The second comes from Michael Abbott. He’s a 
game design professor and used to write for the Brainy 
Gamer blog/podcast. He writes about his experiences 
teaching about older games to new generations. 

Next we have Scorpia, the anonymous legend of 
gaming journalism. She was the CRPG expert for the 
Computer Gaming World magazine during the 80s 
and most of the 90s. Until 2009 she posted at Scorpias 
Gaming Lair, but has unfortunately retired. Still, she 
was kind enough to contribute with an article and a 
couple of reviews for this book. 

Finally, Craig Stern, creator of the Telepath RPG 
series and the Messiah board game, who wrote an 
article on the distant origins of RPGs. 


The map for Might 
and Magic IV: Clouds 
of Xeen, by artist 
Michael Winterbauer. 


15 







Using this book 


T he goal of this book is not only to gather, 
preserve and share the history of CRPGs, 
but also to help people find hidden gems or 
experience classic titles for the first time. The games 
are listed in chronological order, starting in 1975, but 
feel free to start right at the end and slowly come back 
if you wish, or jump to your favourite title and explore 
what was going on at the time. 

The book contains over 400 CRPGs - some of 
them legendary classics, others just curiosities - but 
even the worst game included here has something 
interesting to offer, be it a great concept that was 
poorly executed or just some insight into the reasons 
behind the games shortcomings. 

If you’re new to the genre or haven’t played many 
older RPGs, here are some tips to help you: 

SAVE OFTEN!! Auto-saves and checkpoints weren’t 
common until the 2000s, so remember to save often 
or you might suddenly lose hours of progress. There’s 
no shame in saving after every battle - ignore those 
who say “save-scumming ruins the challenge”, as really 
challenging games will limit your saves when needed. 

Start slowly. Games like Wizardy I, Ultima IV and 
Pool of Radiance are all-time classics, but going from 
modern games to one from the 80s is a shock - there’s 
no mouse support, interfaces are terrible, some features 
aged badly and you’re expected to take notes and draw 
maps. Starting with them might frustrate you. 


Dungeon crawlers are great for beginners. Games 
like Eye of the Beholder ; Lands of Lore, Anvil of Dawn 
and Dungeon Master were designed to be accessible 
- they aged very well, have mouse support and a well- 
done difficulty curve - they start slowly but become 
very challenging by the end. 

Suggested starting points: 

- 1980s CRPGs: Dungeon Master, Phantasie, 
Wasteland and Quest for Glory. 

-1990sCRPGs:MightandMagicVI,Fallout,Baldurs 
Gate , Betrayal at Krondor, Star Control II, Diablo, 
Quest for Glory: Shadows of Darkness and System 
Shock 2. 

- 2000s CRPGs: Deus Ex, Morrowind, Wizardry 8, 
Diablo II, Gothic , Geneforge , Dragon Age: Origins, 
Valkyria Chronicles and Star Wars: Knights of the 
Old Republic II - The Sith Lords. 

- Roguelikes: Dungeons of Dredmor, Tales of 
MafEyal or Stone Soup: Dungeon Crawl. 

Above all, remember to have fun. Some games may 
take a while to get going, but continuously forcing 
yourself to play something you’re not enjoying will 
only result in burnout. 


16 





FAQ 


DOS, Apple, C64, Amiga... Which version should I play? 

The DOS versions are usually the most common; 
they are often available on GOG.com and have a 
powerful and easy-to-use emulator: DOSBox . 

The Commodore Amiga version of some games 
released between 1985 and 1990 had much superior 
graphics and sound, but getting the Amiga emulators 
to run can be slightly more complex. 

For titles released before 1985 the Apple II versions 
are usually the best alternative, as the AppleWin 
emulator is extremely easy to use. 

What should I keep at hand while playing? 

I strongly advise to always play RPGs with a pencil 
and paper nearby for note-taking and map-making. 

The manual is important for checking rules, but 
some RPGs also use it as a spell book, requiring you 
to type the name of each spell when casting. 

Also, most 80s RPGs had a Quick Reference Guide, 
with all the games commands in one handy list. They 
are extremely useful and I suggest printing it. 

Should I read the manual before playing? 

That’s expected for most pre-90s RPGs, as they 
provide little to no in-game tutorials and creating a 
character requires familiarity with the game’s rules. 

Moreover, games like Ultima IV have amazing 
manuals explaining the world and its lore, and that 
knowledge might be required during play. 

Should I take notes? 

Quest logs weren’t common until the late 90s and 
older RPGs often have keywords, passwords or even 
entire magic rituals you need to know to beat the 
game - these might be mentioned just once during a 
dialog, so be sure to note them down! 


Should I draw my own dungeon maps? 

That’s part of the intended experience in most 
old-school dungeon crawlers. Designers would add 
teleporters, spinners, dark areas and other traps to 
confuse players and challenge their map-making skills. 

If you don’t want to use a pencil and grid paper, 
there’s great software such as Grid Cartographer. Some 
games also have their own fan-made mapping tools, 
such as Eye of the Beholders The All Seeing Eye . 

Should I re-roll my character's stats? 

In games such as Wizardry , stats determine which 
class your character can choose. For example, in 
order to become a Thief your character needs at least 
11 Agility, so you’ll have to re-roll until you get that. 

Others, like Baldurs Gate allow you to pick a class 
regardless, but a poor stat roll can leave you with a 
weak character. So, again, carefully read the manual. 

I'm afraid my characters will suck. What can I do? 

Indeed, creating a bad character in some older 
RPGs can make progress extremely difficult - or 
sometimes impossible. 

If you read the manual but still feel insecure, do an 
online search for recommended parties for beginners. 
You can copy them entirely or just take hints, and that 
will help you avoid hitting a wall hours later. 

I can't get a game to work, what now? 

Visit the PC Gaming Wiki , an amazing wiki that 
helps players run and optimise all kinds of PC games. 
If you can’t find the game or the issue you’re having, 
try checking the Vogons forums. 


17 












What is an 

Old-School RPG? 


by Jay Barnson 


I ’m going to make a confession. This is a big one, 
coming from a designer of an “old-school style” 
CRPG, and from a guy who’s constantly harping 
on about the joys of old-school gaming. 

I don’t know what the hell “old-school” means. 
Sure, I was there playing these old classics when 
they were new, and I still play some of them today 
(Hey, I just re-played Ultima III a few months ago!) 
I remember clearly when The Bards Tale was the hot 
new thing. I was reading “behind the scenes” articles 
in magazines and books when the big players 
of the era seemed like they’d be pumping out 
RPGs until the end of time - yet are now long 
shuttered. I’ve chatted with some of these 
guys at length at GDC (back when it was 
called CGDC, even). But that doesn’t mean I 
know what I’m talking about. 

Sure, I’ve got my own little pet ideas, 
but they apparently conflict with other people’s ideas, 
so apparently I don’t really understand what it means. 
That, or old-school is in the eye of the beholder. 

Take, for example, turn-based vs. real-time. 
Action-based, “real-time” RPGs have been with us for 
a very, very long time. I like to refer back to Gateway 
to Apshai y published in 1983 (yeah, over a decade 
before Diablo ), which was pure action-arcade-RPG. 
You had the trappings of an RPG, gathering loot and 
gaining levels as you used the joystick to do action- 
based battle against pixelated bad-guys. 

We can also go back to Ultima III or Telengard , 
two of the earliest CRPGs I ever played. These were 
“real-time turn-based” if that makes any sense. You 
had time limits to choose your actions. Worse, the 
only “pause” command was getting into some input 
loop where the games were asking for additional 
details or confirmation of your action. 


So really, as far as I’m concerned, and as much as 
I like to refer to “turn-based” games as “old-school”, 
the truth of the matter is that both have been with us 
about as long as we’ve had commercial CRPGs. 

There’s absolutely nothing inherently new or 
improved or better about action-based gaming. And 
there were absolutely no technical limitations pre¬ 
venting RPGs from being real-time / action-based - 
there were lots of Action RPGs back then. 

Variety runs the gamut. Perspective? We had top- 
down, first-person, isometric, side-scrolling, 
hybrids, and variations like crazy. Even games 
that changed perspective when combat started. 

Complexity? You’ve got dirt-simple 
titles from back in the day that make the 
most “dumbed-down” modern offerings 
seem like piloting the space shuttle by 
comparison. 

And then you have some pretty awesomely 
over-the-top tactical stuff, like SSI’s Wizards Crown. 
And humongously detailed systems with tons of 
dynamic-generated content and gazillions of factions, 
like Daggerfall. And everything in-between. Old-school 
games had you exploring a single, open-ended 
dungeon. Or an open-ended world. Or led you along 
a very constrained path, level-by-level. 

We can’t even agree about a time-period for “old- 
school”. Maybe it’s my age, but I still have a tough time 
thinking of any game published in a year that begins 
with a “2” as “old-school”. 

It’s like, you take the history of commercial 
computer games, which for me begins around 1979, 
and mark it at the halfway point between then and 
now - which would be about 1996 - and set that as 
the “old-school” demarcation. 


I don't know 
what the hell 
"old-school" 
means. 


18 









Gateway to Apshai: action-based battles back in 1983. 



Yeah, I’ll give it a little bit of extra slosh, but I 
have a tough time thinking of a game like Oblivion 
as old-school. Friggin kids. Plus, as I’m still playing 
older games for the first time (I just recently finished 
Star Wars: KotOR II), I have a tough time thinking of 
some of these games as being all that old. 

When I talk “old-school”, I tend to talk about 
classic games that I personally played, which included 
some classics as well as some stinkers. Back then, I 
didn’t worry about whether Al-Qadim: The Genies 
Curse was a “real” RPG or not. Hardly anybody 
worried about that until the “boom” of RPGs hit its 
peak in the early 90s and then started contracting. 

Sure, you occasionally had an article explaining 
the difference between the two popular genres, RPG 
vs. Adventure. How quaint that seems now. Really - it 
was all good. Except when it was bad. When did we 
start worrying so hard about what box we fit these 
games into, anyway? And how did that happen? 

So you wanna know what “old-school” means? 
Maybe it means all the amazing variety of game styles 
that used to be sold but are no longer “in vogue” 
amongst mainstream publishers. 



Ultima III imposed time limits on your decisions. 



Al-Qadim: The Genie's Curse, RPG or not? No one cared. 


Instead, they’ve narrowed their scope down to 
just a tiny handful of crowd-pleasing styles that they 
keep trying to perfect. But as the whole “mainstream 
publishing” thing is also losing relevance (at least 
for PC development), I don’t even understand how 
important that really is anymore. 

I’m still going to refer to some of the things I 
do as “old-school,” but like the word “indie” it’s really 
just a poor shorthand to potential players to reset 
expectations. But old is the new new. Or something 
like that. 

But really, I still don’t know what the hell I’m 
talking about. 

March 18, 2013 


Jay Barnson has been playing video games since 
Pac-Man and Wizardry were hot stuff, and has been 
creating both indie games and top-shelf "AAA" retail 
games for over a decade. 


19 













































































Ports: 

Far beyond resolution and FPS 


by Felipe Pepe 


P ort comparisons in today’s era of multi-platform 
releases usually amount to small differences, 
such as slightly better visual effects, a slightly 
smoother frame rate or slightly higher resolution, 
especially when comparing Sony’s and Microsoft’s 
consoles. PC ports might have more nuances, such as 
4K resolution, additional options like Field of View 
and support for mods. 

Still, it’s a far cry from the 80s, when dozens 
of wildly different platforms were fighting for 
consumers’ preference, each with its own hardware 
particularities. Even basic elements like colours or 
sound were up for grabs - a 1986 Macintosh had a 
sound card but could only render black and white 
images, while an IBM PC from the same year could 
display colours but its only sound was beeps from its 
internal speaker. 

Even among computers with colour there was a 
wide range of colour pallets and limitations. The blue 
of a Commodore 64, an Amstrad CPC and a NES had 
completely different tones, often making art designed 
for one hardware look weird on the other. 

Then you had deeper differences: some 
computers used cassette tapes, others 514-inch or 314- 
inch floppies. Some had mouse support, others didn’t 
even have a hard drive. Plus all the variations in speed 
and capacity of each hardware. 

Another factor was the time difference between 
ports. Dungeon Master was released for the Atari ST 
in 1987, for the Amiga in 1988 and was only ported to 
MS-DOS in 1992. Some companies would update the 
ports as time went by, so the original 1985 release of 
Phantasie for the Commodore 64 had crude graphics 
and clunky UI, while the 1987 Amiga version uses a 
new, colourful art and has mouse support. 


This style of game porting would continue 
until the early 2000s, when several factors such as 
the massive popularity of consoles, the economical 
struggles of PC developers, the market dominance 
of a few giant publishers and the arrival of the Xbox 
pushed all games towards multi-platform releases. 

For players wondering what’s the best version 
of older games, the MS-DOS versions are usually 
the easiest to find and run - they are often available 
on GOG.com and have a powerful and easy-to-use 
emulator: DOSBox (the DOSBox Daum build offers 
more options, while DFend has a friendly interface). 

The Commodore Amiga version of some games 
released between 1985 and 1990 had much superior 
graphics and sound, but getting the WinUAE Amiga 
emulator to run can be slightly more complex. You 
can also try the Amiga Forever emulator - it’s paid, 
but comes with pre-configured setups. 

For titles released before 1985, the Apple II versions 
are usually the best alternative, as the AppleWin 
emulator is extremely easy to use and you can also 
play online at Virtual Apple II . 

The following pages will show some comparison 
between several ports of a same game, to give you an 
idea of just how different they could be. 


20 














Defender of the Crown 





Commodore Amiga 


Commodore 64 


Apple IIGS 


Atari ST 



DOS (EGA Mode) 



Amstrad CPC 





Macintosh 


DOS (CGA Mode) 


NES 



Defender of the Crown (1987) was designed to show the Amiga’s graphical power, and while its 16-bit rivals 
- the Apple IIGS and the Atari ST - could display a very similar image, they still lost some of the finer details. 
The comparison also show some peculiarities of each machine, such as the C64 s darker colours. 

Eye of the Beholder 



CGA (4 colours) EGA (16 colours) VGA (256 colours) 

Even playing in the same platform could result in very different experiences. SSI’s Eye of the Beholder (1991) 
was released for MS-DOS with gorgeous VGA graphics, but it also supported older graphics cards. While those 
playing today on emulators or GOG’s re-release usually default to the superior VGA mode, back then players 
with older machines had no choice but to play in EGA or even CGA mode. 


21 























































The Bard’s Tale 



Apple II (1985) 


Commodore Amiga (1986) 


ZX Spectrum (1988) 


The Original Bards Tale for the Apple II was an impressive graphical feat since, until then, dungeon 
crawlers like Wizardry all used wire-frame graphics. However, the Amiga version, released just a year later, 
added mouse support and had a massive leap in graphical quality, overshadowing previous versions. Still, the 
high cost of the 16-bit computers meant ports for weaker but cheaper machines like the ZX Spectrum and 
Amstrad CPC would still be produced in the following years. 


Wizardry VII: Crusaders of the Dark Savant 



DOS (1992) 


PlayStation (1995) 


Windows (1996) 




Not all re-releases and later ports are improvements. Wizardry VII received a Japan-only remake for the 
PlayStation, but the fully 3D graphics aged much more poorly than the originals pixel art. Worst yet was Wizardry 
Gold, a re-release of the game for Windows and Mac that added many bugs, blurred pixels, inconsistent art 
style and only ran in a window. In this case, just stick to the original release. 


Might and Magic II: Gates to Another World 



STS Sj'1 
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11 0 


rn» __ Opinw [Mtn hm pm Z 1 


DOS (1988) 


Macintosh (1990) 


PC-9801 (1988) 


Combat in most versions of Might and Magic II is very similar, using keyboard controls and showing 
only one enemy at a time. The Mac version, however, is fully mouse-driven and uses the Macs GUI to display 
multiple windows at a time. While slick, many players find that managing a party of six characters is much 
easier with the keyboards hotkeys. The Japanese PC-98 port is also mouse-driven, but instead of multiple 
windows it has an entirely different combat screen, which shows the party and the enemies. 


22 










































































Might and Magic I - Exploration Comparison 



Apple II original release (1986) 



DOS port (1987) 



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Macintosh port (1987) 



Might and Magic I - Combat Comparison 





PC-8801 port (1987) 


NESport (1990) 


PC Engine remake (1991) 


Might and Magic I was first released on the Apple II. The DOS port arrived later and it’s very faithful, just 
changing some colours and fonts. The Mac port, however, makes full use of the machines mouse support and 
high-resolution (albeit monochrome) graphics, introducing a vastly superior interface. The Japanese machines 
were much better at handling colours, so their versions have the best visuals among PC releases. 

The NES port has some drastic changes - the interface is menu-based, a mini-map was added and graphics 
are much better, making it arguably the best version available in English. Finally, the PC Engine version is 
actually a remake. Adapted to Japanese audiences, it features a cast of six fixed heroes, a fancy intro sequence, 
adds an on-screen mini-map and it’s fully voiced. Sadly, it was only released in Japan. 


The PC Engine 
remake was 
ambitious, with 
character design 
by Yoshikazu 
Yasuhiko, 
a famous 
Japanese artist, 
and soundtrack 
by Joe Hisaishi, 
known for its 
work on Studio 
Ghibli movies. 


23 



































































































Unplayable 


by Michael Abbott 


O ne of my most satisfying moments as a 
teacher came two years ago when 15 students 
overcame their resistance and disorientation 
and embraced the original Fallout. I wrote about that 
experience , and since then IVe continued to challenge 
my students with games that fall well outside their 
comfort zones: arcade classics (e.g. Defender ); 
interactive fiction (e.g. Planetfall ); and early dungeon 
crawlers (e.g. Rogue). 

But I’ve noticed a general downward trajectory 
forming over the last six years or so. Gradually my 
students have grown less and less capable of handling 
one particular assignment: Ultima IV. 

To be sure, they struggle with a game like 
Planetfall , but when they finally learn the games 
syntax (and heed my advice to map their progress), 
its mostly a question of puzzle-solving. Defender 
knocks them down initially, but they soon apply the 
quick reflexes they’ve developed playing modern 
games, and they’re fine. 

Ultima IV is another story. Here’s a sampling of 
posts from the forum I set up to facilitate out-of-class 
discussion of the game: 

‘Tve been very confused throughout the entire 
experience. Vve honestly sat here for hours trying 
to figure out what to do and it just isn’t making 
much sense to me right now.” 

“When I start a game I like to do it all on my 
own, but its been impossible to do so with Ultima. 
Vve asked friends for help, looked up FAQs/ 
walkthroughs, and even searched for Lets Play 
Ultima 4 on Youtube and I am still uncertain as to 
how to get further in this game.” 


“Yeah, I still have no idea what the main goal is. I 
suppose its to basically find out what the purpose 
of the Ankh is. But I see no way of furthering that 
goal.” 

“I tried for a while without any walkthroughs to get 
the full gamer experience sort of thing and within 
the hour I gave up because of a combination of 
bad controls and a hard-to-get-into story for me at 
least. It reminded me of a bad RuneScape.” 

“I don’t quite understand the concept of the game. 
I believe my main confusion is the controls and 
how it displays what you have done and how you 
moved. I’m not used to RPGs and I don’t like them 
too much. I hope to find out how to move forward, 
but so far no luck.” 

“How the hell do I get out of here after I die?” 

They had five days to play U4, and I asked 
them to make as much progress as they could in 
that time. When we gathered to debrief in class, a 
few students explained how they’d overcome some 
of their difficulties, but the vast majority was utterly 
flummoxed by the game. As one of them put it, “I’d say 
for gamers of our generation, an RPG like Ultima IV 
is boring and pretty much unplayable.” After removing 
the arrow from my chest, I asked them to explain why. 

It mostly came down to issues of user interface, 
navigation, combat, and a general lack of clarity about 
what to do and how to do it. I had supplied them 
with the Book of Mystic Wisdom and the History of 
Britannia, both in PDF form, but not a single student 
bothered to read them. “I thought that was just stuff 
they put in the box with the game,” said one student. 








CHAPTER I 

POLITICAL HISTORY 



The Dark Ages of Britannia is the name given to that tong 
span of time when the infamous Triad Of Evil stalked the lands 
and challenged all for the supremacy of the snul. 

The First Era of the Dark Ages came to an end with the 
downfall of the evil Wizard Mondain and his many minions, as 
chronicled in Ultima I, The Lords of the lands were weak and 
scattered, rendered ineffective by factional wars. It was only 
through the valiant efforts of an itinerant adventurer that the 
foul Mondain was tracked to his hidden lair and slain. 

But a few years of restless peace followed Mondain's down¬ 
fall, So long had the world shuddered beneath Mondam's 
yoke that many found it hand to believe he had been really 
vanquished. In truth, his teachings did not disappear. 
Mondarn's apprentice Mina* rose to power soon thereafter 
to challenge the fledgling city-states that tvere beginning to 
evolve The Terrors had begu n anew. 

Mi nag's powers upon maturity greatly exceeded those of her 
evil mentor. With these powers she was able to rain wholesale 
destruction upon the planet, twisting and corrupting every¬ 
thing. Her foul web spread through time itself, ensnaripg all 
who sought to oppose her. Finally, there arose a hero out of 
legend who dared face Minax in her own fiery castle and 
destroy her. Thus ended the Second Era of Darkness, as told 
in Ultima II. 


Twenty years of well-earned tranquillity ensued and pros¬ 
perity favored the land. Then disturbing omens appeared, 
followed by the mysterious appearance of a fiery island. The 
tale of the Third Era of the Dark Ages is told by foto the Bard in 
Ultima HE — wherein Lord British, sovereign of an incipient 
empire in the land of Sosaria, railed forth through time and 
space for 1 leraes of the People to assemble Fhur diverse ad¬ 
venturers answered this clarion call To them fell the geas of 
the Doom of Exodus. Long they labored on thel rail of the mys¬ 
terious Exodus, through many a deep dungeon which seared 
their souls. To this day, each member of that team bears the 
marks of their journey. With the aid of the mystical Time Lord 
the)- were successful in bypassing the Great Earth Serpent and 
gaining access to Exodus' island fortress. The very bricks of the 
fortress rose up against them, and great is the Bard's tale of 
their struggle to reach their mortal toe. Of the final confronta¬ 
tion not one of them will speak, save to say that the evil is gone 
from this plane So pa$;*:d the third member of the Triad of 
Evil and with this death, so passed the Dark Ages of Britannia. 

From the nibble of So&aria, Lord British was able to unite all 
the mainland and a few of the islands under his one rule. This 
new Empire of Britannia brought much sought-after peace and 
prosperity to it# subjects. Many of the ancient pockets of evil 
were destroyed, so that the only remaining hazard to wayfarers 
was the occasional stray band of marauding ores or hill giants. 
Most of the lands were mapped, although a few unexplored 
regions still remain. With the Triad of Evil destroyed. Lord 
British became known for his dedication to raising the quality 
of life of his subjects To assist in this endeavor three mighty 
structures we™ raised in distant parts of the realm. One was 
the Lycaeum, wherein lay the great observatory. Another was 
the Empath Abbey with its oak groves where wise men and 
women meditated upon the teachings of the ancients. The 
third structure was the great castle of the Knight's Order of the 
Silver Serpent. Only the flower of Lord British's chivalry was 
invited to join this order, which embodied the highest ideals 
jnd exemplary' bravery. The rest of the land was divided 
among eight major towns, each with its own political faction. 
Numerous satellite villages also dotted the countryside be¬ 
tween the towns. In this manner were Lord British's land# 
organized. 




Two pages 
from Ultimo IV's 
'History of Britannia' 
booklet that came 
with every copy 
of the game. 


“Yes,” I replied. “They put it in there because they 
expected you to read it.” “Wow,” he responded. 

Some of their difficulties must be chalked up 
to poor teaching. I should have done a better job of 
preparing them for the assignment. I resisted holding 
their hands because in the past I’ve found it useful to 
plop them down in Britannia and let them struggle. 
Figure out the systems, grasp the mechanics, and go 
forth. Ultima IV may be a high mountain to climb for 
a 19-year-old Call of Duty player, but it’s well worth 
the effort. 

At least that’s what I used to think. Now it seems 
to me we’re facing basic literacy issues. These eager 
players are willing to try something new but, in the 
case of a game like Ultima IV , the required skill set 
and the basic assumptions the game makes are so 
foreign to them that the game has indeed become 
virtually unplayable. 

And as much as I hate to say it - even after they 
learn to craft potions, speak to every villager, and take 
notes on what they say - it isn’t much fun for them. 
They want a radar in the corner of the screen. They 
want mission logs. They want fun combat. They want 
an in-game tutorial. They want a game that doesn’t 
feel like so much work. 


I’m pretty sure I’ll continue to teach Ultima IV. 
The series is simply too foundational to overlook, and I 
can develop new teaching strategies. But I believe we’ve 
finally reached the point where the gap separating 
today’s generation of gamers from those of us who 
once drew maps on grid paper is nearly unbridgeable. 

These wonderful old games are still valuable, of 
course, and I don’t mean to suggest we should toss 
them in the dustbin. 

But if were interested in preserving our history 
and teaching students about why these games matter, 
a “play this game and sink-or-swim” approach won’t 
work anymore. The question for me at this point is how 
to balance the process of learning and discovery I want 
them to have inside the game with their need for basic 
remedial help. 

I love great old games like Ultima IV , but I can 
no longer assume the game will make its case for 
greatness all by itself. 

September 22, 2010 


Michael Abbott writes and hosts the Brainy Gamer 
blog and podcast, devoted to video gomes 
and the community of gamers. 


25 










Cartography 


by Scorpia 


M any gamers today take auto-mapping for 
granted. Very likely, they couldn’t imagine a 
product without it. We of the (cough) “elder 
generation”, however, know otherwise. Those who go 
back to the “golden era of gaming” remember well, 
perhaps all too well, the joys of manual cartography. 

I learned my lesson fairly early. It wasn’t long, as 
I wandered in the mazes of Colossal Cave and Zork , 
before I realised that random scraps of paper or sheets 
stolen from the printer just weren’t going to do the job. 
It was time to get professional about this. I bought a 
stack of graph paper, a package of pencils, and that 
most important item, a blister pack of erasers. 

Actually, mapping out the adventure games 
usually wasn’t too bad. Aside from an occasional nasty 
trick or mean maze, they were pretty straightforward 
and, most importantly, nothing was out there waiting 
for lunch. RPGs, however, were quite another matter. 

Despite being on mere 8-bit machines, the RPGs 
were big, and seemed all the larger because mapping 
was a very slow process. There you were (or I was), 
carefully pencilling in one step at a time, and there 
all the critters were, ready to pounce and rip out your 
heart, lungs, and assorted other organs for appetizers. 


Some companies, 
such as Sir-Tech 
and New World 
Computing, would 
even include graph 
paper sheets in 
their games' boxes. 



In no time at all, you were turned around, and 
only twenty minutes later (if you were lucky), did 
you realise your careful cartography was somewhat 
inaccurate. It’s amazing how many erasers you could 
go through mapping out just one game. 

The prime example for huge was the first Might 
and Magic. I still have my 50+ maps from that one. Yep, 
that many. It seems incredible now, to look at those old 
sheets, and ponder the time and effort needed to draw 
the maps, one step at a time. 

There was one saving grace, though: the dungeons 
were all standardised, being the same size and shape. 
Naturally, size was different in different games, but 
if you were doing M&M , you could count on each 
outdoor area, each town, each dungeon level, being 
the same 16x16 square. 

Of course, that meant 256 happy little steps 
per section, each one carefully mapped. With notes, 
naturally, on where things were found, where traps 
were, where messages appeared (and what they said), 
and so on. And fighting off monsters galore almost 
every step of the way (it’s odd how Monsters Galore 
showed up in every RPG; busy little critter!). 

While Might and Magic was the most excessive 
in terms of mapping, other games weren’t far behind. 
The Bards Tale , for instance, required a fair amount 
of cartographical effort, though it featured a mere 
one town and no outdoors. Seventeen maps for that 
one, each a generous 22x22 in size, and our friend, 
Monsters, waiting for us everywhere. 

I don’t know if it’s possible to adequately convey 
what it meant to map-as-you-go. This was work, real 
work. OK, you knew the size of the dungeon, drew it 
on the graph paper, numbered the sides, and usually 
knew your starting point. Say it was X3, Y5; here were 
the stairs out. Everything else was unknown. 


26 




















































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A map from 
Bard's Tale, filled 
with spinners 
and dark areas. 
Be glad it isn't a 
teleporter maze. 


So you started off, taking a step, drawing lines on 
your map, and hoping against hope that you hadn’t 
just stepped on a spinner that turned your merry 
band in another direction, or worse, an undetectable 
teleporter that just sent you halfway across the 
dungeon without you realising it. 

Beyond that, there were nasty little places where 
everyone took damage as they walked through, 
where magic was suppressed, where it was totally 
dark, where you could walk into pits or chutes, or any 
combination of the foregoing. And remember, our pal 
Monsters was there, too, practically every other step. 

Yet we persevered. We mapped. We fought. 
We erased. We screamed and cursed and muttered 
(maybe louder than muttered) imprecations against 
the evil designers. Then we mapped and fought and 
erased and screamed some more. 

We could take it. We were tough. We were 
dedicated. We were hardcore gamers. We were 
masochists. Nothing else could explain why, the 
moment a game was finished, we put aside the old 
maps, reached for a fresh sheet of paper, and started 
on the next RPG. 


Its a pity there was no Game Scouts of America 
to hand out merit badges for Cartography. Not one 
of us earned one, and we still have the calluses to 
prove it. 

Ah yes, the golden age of gaming. It many ways, 
it was a good time. But y’know, there are some things 
about it I don’t miss at all... 


Copyright © 2006 Scorpio. Reprinted by permission. 

Scorpio is one of the most fondly remembered 
gome journalists. From the 80s through to April '99, she 
was o lead reviewer of and hint giver for, adventure 
and role-ploying gomes ot Computer Gaming World 
magazine. Scorpio also ran gome-reloted areas on 
CompuServe (the original GameSIG), Delphi (GameSIG), 
AOL (Scorpio's Lair), and GEnie (Games RoundTable). 


27 
























































































From Prussia with love 
The origin of RPGs 


by Craig Stern 


In 1811, a special 
table full of drawers 
was made so that 
King Wilhelm III could 
play Kriegsspiel. 
The table is still 
around, kept at 
the Charlottenburg 
Palace in Berlin. 


C omputer RPGs began to appear in the 1970s, 
more or less contemporaneously with the 
arrival and popularisation of pen-and-paper 
role-playing games - which are themselves the 
children of historical wargames. Thus, the CRPG has 
only been around for a few decades - but its history 
reaches all the way back to the 1800s. 

Baron von Reisswitz is credited with creating the 
first true wargame - that is, a game meant to simulate 
battles with a certain degree of fidelity, and not merely 
a chess derivative. Created in the early 1810s, this 
game went by the name Kriegsspiel ("meaning “War 
Game” in German). It featured units actually in use 
by the military of the day, and was meant to simulate 
battles. Character creation was a matter of faithfully 
emulating the real-world characteristics of the units 
those pieces represented, then using die rolls to 
simulate unforeseen factors in resolving combat. 

Von Reisswitz’s son created a revised version of 
the game in 1824. The revised Kriegsspiel paid such 
close attention to accuracy that the Chief of Prussian 
General Staff recommended it as a military exercise; 
the King of Prussia, in turn, actually ordered that 
every regiment of the army be supplied with a copy. 



In 1876, Colonel Julius Adrian Friedrich 
Wilhelm von Verdy du Vernois produced a third 
version of Kriegsspiel. Vernois was suspicious of the 
idea that military outcomes could be predetermined 
according to fixed rules, and replaced die rolls with 
the mediation of impartial “umpires” who would 
determine the outcomes of various engagements 
based on their knowledge and experience (yes, the 
first Dungeon Masters were Prussian military men 
from the 1800s). 

The American military began putting out its 
own wargames around this time, with Janes Fighting 
Ships following suit across the Atlantic in 1898. 
Like Kriegsspiel , Janes Fighting Ships spelled out 
the characteristics of the games numerous units in 
astonishing detail. (Google Books has a digitised copy 
of the rulebook online, so you can see for yourself just 
how intricate this got.) 

Even H.G. Wells, the renowned writer, got in on 
the action, producing Little Wars in 1913. The rules 
of Little Wars were far simpler than those of other 
wargames, but it generally followed the practice of 
simulating large-scale battles, with the characteristics 
of different unit types decided rigidly according to the 
type of troops each unit represented. 

It wasn’t until the early 1970s that wargames 
started delving into the idea of individual men and 
women as units. The games that did this eventually 
became known as “man-to-man wargames” (not 
to be confused with Steve Jacksons ruleset of the 
same name). It may seem obvious to us now, but 
this focus on individual men and women was such 
a radical departure from war gaming tradition that it 
wouldn’t be mentioned in the rules for Gary Gygax’s 
Chainmail until 1971, three years after ChainmaiJs 
initial publication. 


28 












Illustrated 
London News 
picture from 
1913, showing 
H. G. Wells at his 
house, measuring 
unit movement 
with a string. 


Even then, it seems the man-to-man rules in 
Chainmail were largely an afterthought, relegated to a 
mere two pages out of the entire 44-page book. There, 
too, character creation remained a matter of looking 
up prefabricated unit values in a table. 

Things changed dramatically with the publication 
of Dungeons & Dragons in 1974. It retained many of 
ChainmaiYs rules, centring character creation around 
selecting from three main classes of characters: 
Fighting Men, Magic-Users and Clerics. 

However, before selecting a class, D&D first 
had players roll three six-sided dice to determine 
abilities: Strength, Intelligence, Wisdom, Constitution, 
Dexterity, and Charisma. These would, in turn, impact 
how well-suited the character was to a given class, 
imposing bonuses (or penalties!) based on their 
chosen class’s primary statistic. 

This wholly upended the method of character 
creation that had prevailed up until that point. 
Statistics were no longer determined by class: instead, 
characters got statistics, and only then chose a class 
based on which roles the statistics made available 
to them. This approach would form the basis of 
numerous classic computer RPGs. 

RPGs continued to diverge from wargames as 
the genre developed, and so too did their character 
creation systems. With increased focus on unique, 
individual characters came an increased focus on the 
abilities and limitations of each individual character. 
At their peak, these considerations would come to 
supplant the notion of character class entirely. 


Published in 1986, Steve Jacksons GURPS 
represented a coming of age for skill-based RPG 
systems. GURPS characters have no classes at all - 
rather, they have four primary attributes and a huge 
variety of skills that can be levelled independently of 
one another. 

In a way, this represented the zenith of the 
individual-focused approach to character creation. 
All vestiges of the old system were gone: in the skill- 
based paradigm, characters became unique, fully 
realised individuals rather than mere instances of a 
uniform military unit to be used in battle simulations. 

This approach became quite popular among 
pen-and-paper role-players, not just with GURPS , 
but later with the RPGs published by White Wolf, 
such as Mage: The Ascension and Vampire: The 
Masquerade. GURPS would strongly influence the 
SPECIAL, ruleset eventually used in the Fallout 
series; and Vampire: The Masquerades rules would 
form the basis for Vampire: Bloodlines. 

But were getting ahead of ourselves here - 
although pen-and-paper role-playing games would 
directly influence CRPGs for many years, CRPGs 
have a history all their own, beginning humbly with 
the tinkerings of bored university students in the 
mid-1970s. 


Craig Stern is the founder of Sinister Design; 
creator of Telepath Tactics and True Messiah: 

www. truemessiahaame. com 


29 











The PLATO RPGs 


by Felipe Pepe 


W ith home computers being so omnipresent 
in our daily lives, its odd to realise just 
how recent a technology they are. It was 
only in the mid-70s when home computers began to 
appear - before that, all we had were giant machines 
that would weigh tons and occupy entire floors. 

Yet some of these computers were way ahead 
of their time. The legendary “Mother of All Demos” 
presentation, made by Douglas Engelbart in 1968, 
shows him using a mouse and window-based GUI, 
clicking on hyperlinks and chatting with a colleague 
via video conference while co-editing an online text. 

One of such avant-garde computer systems 
was the PLATO (Programmed Logic for Automatic 
Teaching Operations). Created in 1960, it was a giant 
mainframe with user-friendly terminals designed to 
teach university students via a series of virtual lessons. 


A PLATO terminal, 
with its distinct 
orange plasma 
display. By 1976 
there were 950 of 
these terminals 
across the globe. 



The PLATO IV system, introduced in 1972, went 
as far as to offer vector-based graphics, a touch-screen 
interface and an Internet-like network, connected to 
thousands of other terminals across the globe. 

Students soon found that all this could be used to 
create games as well, and titles like Empire (1973) and 
Spasim (1974) began to appear. Empire is particularly 
impressive: it is a game where up to 30 players battle 
in a top-down space arena, shooting each others ships 
and fighting to control the galaxy - all this in 1973! 

When Dungeons & Dragons came out in 1974, 
it unleashed the perfect storm: powerful computers, 
bored programming students and a statistic-driven 
game that was begging for automation. The result was 
the birth of Computer Role-Playing Games. 

Sadly, not all of them survived. PLATO was still 
an educational system, so its administrators would 
delete unauthorised games. As such, we lost all records 
of mll9h , the first CRPG ever made, created in 1974. 
But its successors escaped - hidden under nondescript 
names like pedit5 or saved by students, they were 
played by thousands and influenced many later titles. 

Thanks to the effort of Cyber 1 , a community 
created to preserve the PLATO legacy, these early 
CRPGs are still available and can be freely played. 
However, keep in mind that some of them have been 
updated since the 70s - Oubliette s title screen even has 
an ad for its iPhone remake - so they aren’t the exact 
version people were playing back in the day, but they 
still give us a good idea of how things were. 

If you want to learn more about PLATO, I full- 
heartedly recommend The Friendly Orange Glow: The 
Untold Story of the PLATO System and the Dawn of 

Cyberculture by Brian Dear (2017). While somewhat 
light on the gaming side of things, the book is the best 
resource available on PLATO and its influence. 


30 














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The Dungeon / pedit5 (1975) dnd (1975) 


Created by Reginald “Rusty” Rutherford at the 
University of Illinois, this the oldest playable CRPG. 
Officially called The Dungeon , it was hidden among 
the PLATO files under the nam epedit5 to avoid being 
found and deleted by the system administrators. 

Despite its age, the game holds up quite well. 
You start by typing a name. The game then rolls your 
attributes - Strength, Dexterity, Constitution and 
Intelligence - and you’re off to the dungeon. 

Visually the game resembles a roguelike, although 
it predates Rogue (1980). You explore a maze-like top- 
down dungeon, searching for treasure and battling 
monsters - if you die, your character is erased. Your 
goal is to collect 20,000 XP and return to the entrance. 
Succeed and your score is added to the Hall of Fame. 

The dungeon layout is fixed and has only one floor, 
but it’s quite large and also features secret passages. 
Random encounters will occur as you explore, with 
the game prompting you to fight, cast a spell or flee. 

There’s a surprising amount of depth here, with 
16 spells available. These are a selection of classic 
D&D spells, such as Magic Missile (deals damage), 
Invisibility (escapes combat), Cure (heals you) and 
Charm (ends combat). Enemies even have different 
spell resistances: you can’t use Sleep on an Undead. 

As such y pedit5 is not only an important historical 
artefact, it’s also a good game - especially for the time. 
It’s a short dungeon romp with enough variety in 
enemies and spells to sustain repeated runs in search of 
high scores. It would take years until home computer 
CRPGs could match this level of sophistication. 


Despite trying to cleverly hide itself, pedit5 was 
eventually deleted from the PLATO system (luckily, a 
copy was saved by a student). In its wake came dnd, 
created by Ray Wood and Gary Whisenhunt. 

Since Wood was one of the administrators of 
the PLATO system, his game was openly hosted 
and enjoyed a long-lasting popularity, with constant 
updates based on player feedback. 

At its core, the game is very similar to pedit5 , 
but with more detailed character artwork, additional 
monsters and spells, as well as a few extra features - 
such as being able to re-roll your initial stats. 

Initially the game only had one dungeon floor, 
but the creators kept expanding it. Inspired by pinball 
machines, they decided to add a high-score system. 
Since players then began to just race to collect gold 
and exit the dungeon, they decided to add an end goal: 
to retrieve the Orb, which was guarded by the Dragon 
- the first boss fight in a video game. 

The creators later handed the reins to Dirk 
Pellet, who kept on improving the game. He added 
new magical items, potions, a bag for holding and 
even an auto-fight feature when encountering weak 
monsters. The most iconic item was the Genie Lamp, 
which could be used to make a wish: you would 
literally write a request to the game administrators, 
who would read it and, hopefully, grant your wish. 

All this additional content makes dnd much 
more complex than pedit5, but also harder and longer. 
Later versions of dnd had as many as 15 floors, with 
any sense of balance thrown out of the window. 


In 2012, 

The RPG 
Fanatic made 
an extensive 
video interview 
with the dnd's 
creators. You 
can watch it 

here. 


31 













Moria (1975) 


Both pedit5 and dnd followed a similar structure, 
but Moria was a radical departure. Possibly inspired 
by Maze War (1973), Moria used wire-frame graphics 
to display the dungeon in a first-person view. 

Also, despite its name, the authors weren’t familiar 
with D&D or Lord of the Rings ; they just played dnd 
and decided to make something like it. As such, it 
abandons D&D’s traditional stats, enemies and spells. 

Morms four stats - Cunning, Piety, Valour and 
Wizardry - are based on a 0-100 scale and increase 
with use. Each stat is also tied to a guild, such as Valor 
being used by the Knights’ Guild. Instead of levelling 
up by earning XP, you must join a guild and pay to 
increase in rank, earning special bonuses as you rise. 

All stats are useful in battle - Valour influences 
your attacks and Wizardry is used to cast spells, but 
Cunning is used to trick enemies into a critical attack 
and Piety can destroy some enemy types. Money now 
has a use, as stores offer dozens of weapons for sale 
(you can even haggle). Just don’t forget to purchase 
water and food rations, or you’ll die of starvation. 

More importantly, Moria is actually an online 
multiplayer RPG. The world is shared with up to 
ten players, who can band together to form a party! 
Morias world is absolutely massive, with a large city 
and over 200 areas. The downside is that the game has 
no real end goal and its areas are just empty mazes 
filled with increasingly challenging enemies. 

Extremely innovative, Moria is basically a giant 
sandbox for players to meet, explore and grow in 
power. Every MMORPG out there owes it a nod. 


E*pr: fi 5pga Is : 

Golds 4 Magical 

Nits: 7/1 B/B/B/B/JS/B/B 

Clerical 
1/B/B/9/B/B/9 



Leather ftrmor 


Oubliette (1977) 

If dnd was the follow-up to pedit5 , then Oubliette 
is the follow up to Moria. Still a multiplayer game, it 
expands upon it predecessor in almost every way. 

Moria had four character classes by means of 
the four guilds in town, but Oubliette expands that 
to 15 races and 15 classes, each with its own stats 
requirements! You have the usual Tolkien and D&D 
options, a few exotic ones like Ninja and Courtesan, 
plus some taken from Lord Fouls Bane , a high fantasy 
novel written by Stephen R. Donaldson in 1977. 

Oubliette begins at a large castle town on top of a 
10-level dungeon, featuring several equipment shops, 
a casino with gambling mini-games, a temple where 
fallen characters can be resurrected (if their bodies 
are retrieved by other players) and even a place where 
you can purchase charmed monsters to take into the 
dungeon and help you in combat. 

Spellcasting was also expanded and now uses a 
system of magic words. For example, in order to cast 
the “Light” spell you have to type DUMAPIC. 

By now, Wizardry veterans may be thinking that a 
lot of that sounds familiar. Indeed, Andrew Greenberg 
and Robert Woodhead were PLATO users and clearly 
took a lot from Oubliette , which led to many complaints 
of plagiarism from other PLATO users. 

Oubliette would also greatly influence Mordor: 
Depths ofDejenol (1995) and Demise: Rise of the Kutan 
(1999). Very few games can claim to still be inspiring 
successors more than 20 years after its release. For 
those curious to try it, Oubliette had an iPhone and 
Android version released in 2010. 


32 









The Gueri L to 


■CFPfflS 


ITEKS 


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It has 


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a.w,d,x move weapon 
f_i eht 
s^hoot 
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Galactic Bu.g can hit you from 1-1 times,, agility is 1 
(Alien type) It is level 3, and worth 411 

-Lab” for Options It tf*ov-e* very fast 


Futurewar(1977) 


Adamaster 
* Rdauirast or 
1st player of l 
Neutral [Neutral) 
Wanderer (2) 


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See the help lesson for complete list. 
Keys that ere active in eity and dungeon 
message/yel1 move in company 

pick upxdrop body K leave company 
track H urvtrackab I e 

use items/powers G give goldxitem 
1 evel infa R save character 

items, peraonal information, users 
Keys that are active only in the dungeon 
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a,v,d turn A,X t D turn, then move 

14 forward w forward unless door 

0 T q,Q cpenxsxit/abandon treasure chest 


LRB 


You Spent 2 days recover j ng r 


Avatar (1979) 


PLATO had a lot more than just fantasy RPGs. 
Games like Empire showed that students had a passion 
for spaceships, sci-fi tabletop RPGs like Traveller were 
starting to appear and Star Wars (1977) had just come 
out. Futurewar then was PLATO s first sci-fi RPG. 

The game sends players through time to the “far 
future” year of 2020, where nuclear war destroyed 
Earth and created an army of mutants. You start by 
choosing a team - Americans, Guerrillas, Barbarians, 
Martians or Cyborgs - each with its starting location 
and bonuses. Then, you roll your stats and can choose 
one of eight classes, such as Soldier, Medic, Spy and 
Holy Man. 

Futurewar is another multiplayer RPG based on 
exploring dungeons, but it adds several twists such as 
environmental hazards: you might step on a mine, or 
be poisoned by a radioactive waste. It also includes a 
radar, which can detect nearby players and enemies. 

While still based on stats, with various different 
weapons available, its also a sort of early FPS. When 
combat begins, your gun appears on screen and you 
must aim and shoot to hit. There’s a short time limit 
for each turn, effectively making combat feel real-time. 

Thus, in a sense, Futurewar was the first FPS/RPG 
hybrid. Another novelty is having a soldier shooting 
demons in real time (ish) inside a maze, which would 
later appear in one of the biggest games of all time. 

Of course, none of Doom's creators had access to 
PLATO, and even back in the 70s Futurewar wasn’t 
a very popular game. But it’s interesting to see how 
shooting demons always had a special appeal. 


Avatar would be the last of the big PLATO games, 
intentionally designed to surpass all previous RPGs on 
the platform, drawing the best they each had to offer. 

The game features 10 races and 11 classes, also 
tied to guilds in town. Like Oubliette , you start at a 
castle on top of a huge 15-level dungeon, but, instead 
of having to walk around, the town is presented as a 
menu (as Wizardry later did). Another similarity is 
the many new hazards inside the dungeon, such as 
pits, zones of darkness, spinners and anti-magic areas. 
Enemies are also much more deadly, and able to cause 
status effects, such as Poison, Sleep or Paralysis. 

According to Richard Bartle, Avatar soon became 
“the most successful PLATO game ever - it accounted 
for 6% of all the hours spent on the system between 
September 1978 and May 1985”. It was so complex it 
had a staff of volunteers that helped run everything, 
much like GMs in modern MMORPGs. This also 
allowed for custom quests that required players to hunt 
down certain monsters on a certain floor. 

There are even reports of players bribing admins 
to get powerful in-game items or resurrect their 
characters after a failed spell teleported them into a 
stone wall, as well as graduating players selling their 
characters before losing access to PLATO. 

Avatar was constantly updated over the years and 
still lives on the Cyber 1 servers. The latest version is 
from 1995 and still enjoys some popularity. 


33 





















































































The Reviews 


T his is the meat of the book. Over the next 450 
pages you’ll find information on over 400 
RPGs, all written by fans, modders, developers 
and journalists, listed in chronological order and 
full of screenshots, quotes from its developers and 
even mod suggestions. The idea is to serve both as a 
timeline of the genre and a guide to help players get 
the most out of their games. 

This section is divided into several chapters, 
each featuring a span of 5 years. These showcase the 
events that happened during those years, plus add a 
brief overview of the changes in the gaming world 
during that period, giving context to the games and 
the technological revolution that empowered them. 


Lord British and the 
Gargoyles read the 
Codex of Ultimate 
Wisdom, in Ultima VI: 
The False Prophet. 






















& & & & 
w w * 


1975-1979 

The beginning 
of the digital invasion 





Its no easy task to pinpoint the birth of video games. Tennis for Two , 
created in 1958, is an often-cited starting point, while others name 1962 s 
Spacewar! or 1950 s Bertie the Brain. All have their own merit. 

Since the first surviving CRPGs were developed in 1975 for PLATO, 
that will be the starting point of this book. Which is convenient, since the 
second half of the 70s was when the video game revolution really took 
off, spreading across home computers, video game consoles and arcades. 

Consoles began to appear in 1972, led by the Magnavox Odyssey. 
These were very crude machines, mostly only capable of running Pong 
and other very similar games pre-built into the hardware. 

The second generation of consoles introduced the concept of ROM 
cartridges, allowing for companies to continuously develop new games 
for their machines, much like todays consoles. While it had a slow start, 
the Atari 2600 would become a massive hit thanks to the arrival of classic 
games like Enduro , River Raid , Pitfall and Space Invaders. 

Computers, on the other hand, were still huge mainframes kept in 
universities, large companies and research centers. Some smaller models 
existed, but they were either prohibitively expensive or too slow to even 
handle BASIC. This began to change with the Altair 8800. 

Small, cheap (for a computer) and with enough power to be actually 
useful, it sold thousands of units and was the first commercially successful 
home computer. On its heels came the Apple II, Commodore PET and 
TRS-80 - the famous “1977 trinity” of home computers. 

While the Altair 8800 was made for hobbyists, these three machines 
were built for mass production, aimed at nontechnical users. However, 
although they much more versatile than a games console, home computers 
were expensive, extremely complicated to use and still struggled to offer 
their users something other than very simple applications and games. 

They were highly profitable, but still sold mostly to business, gamers 
or hobbyists, and their popularity was relative - while the TRS-80 sold 
200,000 units, the Atari 2600 sold 30 million units. 

Computer games themselves were also little more than curiosities. 
A few, rare commercial titles were sold inside ziplock bags, but most 
came from technical magazines - they contained pages filled with BASIC 
code that people would type in their computers, recreating the games. 

Arcades were also still a small business, less popular than pinball 
machines. They would grow steadily over the next few years, then explode 
with Space Invaders in 1979, ushering in a golden age for arcades. 

In five years, video games went from Pong to a rich ecosystem with 
multiple genres, platforms and audiences. And this was just the start. 


36 



Trends: 


PLATO Games: Home computers were just appearing, but American universities had 
large educational mainframes since the 60s. The most famous was the PLATO network, 
which came to host several games made by students (hidden from system administrators). 
Due to the mainframes power, these games often had innovative features far beyond 
what an Atari 2600 or Apple II could offer. Empire, for example, allowed students from 
campuses all over the US to join in online multiplayer battles way back in 1973! 



Empire is a 
multiplayer 
turn-based 
space game 
made by John 
Daleske in 1973. 


Atari vs Activision: Atari was rigid with its employees - they weren’t paid much and 
got no credit for the games they designed. Noticing how much money their games made, 
a group of developers left the company and started their own, Activision, in 1979. Atari 
sued them for developing games for the Atari 2600, but the court decided people could play 
whatever they wanted on their consoles. Activision became the first third-party publisher 
and opened the doors for others to do the same, setting the stage for the crash in 1983. 



Boxing, released 
in 1980 for the 
Atari 2600, 
was one of the 
first games by 
Activision. 


BBS: Private systems like the PLATO network already allowed users to post messages 
online, and the advent of home computers and modems soon brought that experience to 
households as well. The first public BBS (Bulletin Board System) went online in 1978, hosting 
discussions between computer hobbyists from Chicago. Over the years BBSs would grow to 
offer all sorts of services, from online games to paid file hosting. They peaked in popularity 
during the mid-90s, when they began to be replaced by the Internet. 



BBSs like ExecPC 
were very popular 
during the 90s and 
allowed the sharing 
of freeware and 
shareware games 
like Doom. 



The Altair 8800 is released. 

An early pioneer, it was the 
first commercially successful 
home computer, proving that 
there was a market for them. 


1975 



Colossal Cave Adventure 

(also know as ADVENT 
or Adventure ) is created by 
Will Crowther on a PDP-10 
mainframe. The first adventure 
game ever, it also influenced 
RPGs and roguelikes. 



The Apple II is the first mass- 
market home computer. The 
only among its early rivals 
to have colours, it became a 
popular games device. 


1976 



The Atari 2600 is released. 
By far the most successful 
early games console, it sold 
over 30 million units and 
popularised the use of ROM 
cartridges, allowing for an 
extensive game library. 



The TRS-80 computer arrives. 
Created by Tandy, owner of 
the widely available Radio 
Shack electronic stores, it 
outsold the Apple II for years. 


1977 



The VHS (Video Home System) 
began to be sold in the US, 
competing against the Betamax 
and the LaserDisc for the 
emerging home video market. 
VHS would win and remain 
dominant until the early 00s. 



The Commodore PET is 

released. The first model 
was criticised for its small 
keyboard, but subsequent 
models were very successful. 


1978 



Space Invaders is released. 
A seminal classic, it greatly 
popularised arcades and 
video games in general. 

Its Atari 2600 port was also a 
hit, becoming the first game 
to sell over a million copies. 



The Atari 8-bit family begins. 
A low-cost home computer, 
it also had a cartridge slot for 
games, making it a popular 
gateway into computers. 


1979 



The Intellivision arrives. 
Created by toy giant Mattel, 
it brought in better graphics, 
licensed games and even a 
voice module. It was the 
Atari 2600 s biggest rival, 
selling 3 million units. 


37 




















>OT 

~o n> 

■o 5 
— n> 

n> Q) 


BENEATH 



Don Worth, 1978 

Apple II (PC Booter, Atari 8-bit)* 


RLE MANOR 
BY DON WORTH 


*BAM was 
re-released in a 
Special Edition 
in 1982, with 
fancier graphics, 
multiple ports 
and the ability to 
save the game to 
play in multiple 
sessions. 


T here are old games, and there are ancient 
games. Beneath Apple Manor is ancient. 
Arriving in 1978, it was the first, or one of the 
very first, RPG-like games for home computers. Yes, 
personal computing goes back that far. 

It could run in as little as 16K RAM (tape version) 
or in 32K+ (disk version, which I had). Levels were 
created on the fly as you went deeper in the dungeon. 
Monsters were limited to five: green slime, ghost, 
troll, purple worm, and red dragon. However, they 
increased in power the further down you went. 

Each had its own type of nastiness. Slimes could 
dissolve armour. Trolls regenerated. Ghosts reduced 
your Strength permanently. Worms could kill you in 
one hit, as could Dragons, who had tough hides. 

BAM could be customised, too. You chose 
the number of rooms per level (4-7, depending on 
RAM), the difficulty factor, and whether you wanted 
black-and-white or colour graphics. With colour, 
everything was a different coloured block. 


I much preferred the ASCII black-and-white, 
where the monsters (and player, too) were represented 
by letters and treasure by $. 

You had four stats: Strength, Dexterity, Body 
and Intelligence. Fighting depleted Strength, so a 
breather after combat was necessary to restore it. 
Likewise, movement reduced Dexterity and spell¬ 
casting lowered Intelligence. Resting brought those 
back up, but only a Heal spell could restore hit points. 
This was not a game of fast movement and rapid-fire 
combat - caution was needed. 

Experience was earned by killing monsters and 
bringing treasure back to the main staircase - the 
starting point of each level (it wasn’t marked on the 
map, either, so you’d better remember its location). 

There you traded points at 10 XP for 1 stat 
point, increasing it permanently. Gold could buy 
upgrades to weapons and armour. Most important of 
all, there you could purchase a “brain scan”. It was 
your character save. 


■YOU ARE non a warrior 



YOUR MAX INTELLIGENCE IS HALUED 
S=10 1=6 U=3 B=16 55GP EXP=il9 


My character (Y) found a treasure chest ($) while 
trying to run from a slime (S). It was cursed. 


I TOTAL EXPERIENCE THIS LEUEL = 2 
UAL 10 COMMANDS DURING PLAY ARE^ 


In.s, e, u 


I B, K 
L > I 


0 > D 
A, R 

1-9 

0 


MOUE NORTH, SOUTH.. EAST,NEST. 

(NORTH IS UP) 

BREAK OR KICK DOOR OPEN 
LISTEN FOR MONSTERS OR INSPECT 
FOR SECRET DOORS. 

OPEN CHEST OR DROP GOLD 
ATTACK OR RON AWAY. 

SPELLS : ZAP,HEAL,KRAY,TELEPORT 
WAIT THAT MANY TURNS 
WAIT UNTIL RESTED 


ISTANDBY DURING PROGRAM LOAD 


Commands were all over the keyboard, and 
each action depleted one of your attributes. 


38 








"It was released two years 
before Rogue came out. I was not 
influenced by Rogue (didn't see it 
until something like 1983) and, so 
far as I know, the Rogue guys up 
at UC Berkeley hadn't seen BAM 
either. We probably both came up 
with the same idea independently. 
But at least I can say Rogue is 
"Beneath Apple Manor-Wke" 

- Don Worth, 
Beneath Apple Manor's creator 



Playing a huge 
dungeon floor 
in colour mode. 
We (the blue 
square) listen 
behind a door, 
where apparently 
a troll lurks inside. 


Should you die - sooner or later, bound to 
happen - the scan restored you to life at the staircase. 
Of course, any money you had at the time was 
dropped. However, you were alive again as of the 
last scan. And youd want a new scan as soon as you 
could afford it. Each use reduced the stats of your 
next “reload” by 10%. Ouch! Too many restores of the 
same scan would leave you a wimp. 

So you proceeded carefully along the level, 
listening at doors, inspecting walls for secret 
doors, bashing stuck doors open, running when 
overmatched, and hoping you wouldn’t run into too 
many wandering monsters. 

All this had a goal: to find the fabled Golden 
Apple, rumoured to be in a dragon hoard far below 
the surface. Naturally, it exists, and there it is! Or is it? 
You know the saying: there can be only one (though 
not a ring this time). 


But each hoard had a supposed Apple; grab a 
fake, and you were soon reloading. How could you tell 
real from fake? Only - haha - by taking it. You don’t 
always need heavy combat to induce sweaty palms. 

BAM had to be played entirely in one session. The 
brain scans were good only for the current game. Quit, 
and you’d have to start a new game next time. Still, it 
was meant as a “quick” play. At 5 rooms/levels, you 
could usually get through it in about four hours or so. 

Thus BAM was a prototype for Rogue and its 
many variants. Sadly, it seems to have been overlooked 
in the history of this sub-genre, even though it arrived 
two years before Rogue itself showed up in 1980. 

In its time, Beneath Apple Manor was a fun - if 
occasionally frustrating - diversion. While simple, 
the game required thought and strategy. And it shows 
what could be done with limited RAM and tight, well- 
designed code. SC 


Some historians 
claim that BAM 
was the very 
first commercial 
computer game, 
sold in speciality 
stores inside 
a ziplock bag. 


INITIAL SETUP= 


HON MANY ROOMS PER LEUEl (£-10) 
tI SUGGEST 5 )?6 


BLACK & WHITE OR CQLQRTC 


NHAT DIFFICULTY FACTOR? 

t - A PUSHOUER 

2 - TOO EASY 

3 - BEGINNERS ONLY 

4 - A SAFE TRIP 

5 - AUERAGE 

6 - SOME CHALLANGE 

7 - TRICKY 

8 - TOUCH AND GO 

9 - MERY DANGEROUS 

10 - YOU 1 RE NUTS! ! ! 


BAM allowed you to customise the size of the levels, 
choose between display modes and 10 difficulty settings. 



Beneath Apple Manor: Special Edition added so-called 
"hi-res graphics'', but you could still play in ASCII mode. 


39 













ou 

Q) C 

3 

~o 


Q) 

CD 


CD 

CD 

O 


Synergistic 
Software was 
founded in 
1978 by Robert 
Clardy and Ann 
Dickens Clardy. 

They would 
create several 
other games in 
the 80s and 90s, 
including Spirit 
of Exca Iibur and 
Diablo's Hellfire 
expansion. 


My party is the 
pink square, 
treasures are 
yellow, enemies 
are dark green, 
stairs are white and 
the pits are grey. 



W hen talking about the first computer 
games of the 70s, people often overlook 
the important role played by tech demos, 
guides and tech magazines. The Apple II, for example, 
came with a reference manual which explained how 
the entire computer worked and contained the BASIC 
source code of a few simple games to teach its users. 

One of these games was Dragon Maze (1978), by 
Gary J. Shannon, which randomly generated a simple 
top-down maze. The player had to navigate the maze 
by pressing U(p), D(own), L(eft) or R(ight), trying to 
escape before a dragon could catch them. 

A series of codes that could be used to generate 
countless dungeons ready for exploration - this was a 
gold mine for any RPG fan, and Robert Clardy was one 
of such fans. Inspired by Dragon Maze , he made his 
own dungeon-exploring game: Dungeon Campaign. 

The game starts by generating four dungeon 
levels - a process that could take several minutes on 
the Apple II, giving time for players to try to map it 
down with pen and paper, if they so desired. Once it 
was finished, you’re sent out to explore it. 



There’s no character generation; your party 
always starts with 15 nameless members, including 
one Elf and one Dwarf. This may sound weird today, 
but Dungeons & Dragons was a very different game 
back in 1978 - Elves and Dwarves didn’t have classes, 
and there was a focus on larger parties. 

Each type of party member has a function. The 
Elf warns of immediate danger, such as a nearby trap 
or enemy, while the Dwarf maps the dungeon - if he 
dies, the map in the screen will no longer update as 
you explore. The rest of the party members serve as 
both your hit points and your strength - the game 
ends if they all die, but at each victory they increase 
their strength. This means your 15 warriors will have 
a strength of 15 at first, go to 30 after the first battle, 
to 45 after the second, but decrease to 42 if one party 
member dies. And die they will. 

Combat is simplistic, you just roll your attack, 
which is added to your strength to see if you hit the 
enemy. Every enemy in the game dies with two hits; 
they just become harder to hit as you delve deeper. 
You also have to roll the enemy’s attack, and if they hit 
you’ll lose 1-3 party members. 

The dungeon offers a few other perils, such as 
traps that will randomly send you to other levels, and 
rooms filled with toxic gas. Each of the four levels 
also has a guardian monster, which will run after the 
player and kill 1-2 party members if it reaches them. 
These have different behaviours - the giant snake on 
Level 3 moves in real time across the maze, while the 
spectre on Level 4 can pass through walls. 

Regardless, Dungeon Campaign is an easy game. 
It’s also short. The goal is not to simply complete it, but 
to get a high score, collecting as much gold as possible 
before finishing the dungeon - a score-driven design 
that mirrors the popular arcade games of the era. 


40 







"I had come from the paper 
Dungeons & Dragons world and 
anything that would roll the dice, 
keep track of the rules, do the maths, 
tally the results, and describe the 
results was totally awesome. The 
dungeon master could now play, 
rather than just moderate. This was 
pretty cool, even if the graphics 
resolution was 40x40 pixels, with 
4 lines of text below. Ugh. Hard to 
believe after playing Halo..." 

- Robert Clardv, 
Dungeon Campaign's creator 



My party battles 
a pack of Spiders 
at the fourth 
dungeon floor 
(purple and 
green icon). The 
white icon is the 
spectre, who will 
kill one of my 
party members 
if it reaches me. 


After the simple yet satisfying fun of Dungeon 
Campaign , Robert Clardy would quickly produce three 
more games, constantly pushing the boundaries. 

Released in 1979, Wilderness Campaign is a 
much more ambitious RPG. Here you explore a large 
outdoor area, fighting enemies and exploring ruins 
in search of treasure, then hiring more troops and 
buying equipment in villages - all in order to cross the 
map, reach the castle and defeat the evil necromancer. 

Combat is still based around the number of 
party members, but now you can hire hundreds of 
mercenaries and buy better equipment. Some offer 
bonuses against special enemies, such as silver daggers 
against werewolves, while others are used when 
crossing rough terrain - a mountain might require a 
rope, while a jungle area might require a machete. 

The game was followed by Odyssey: The Compleat 
Apventure (a play on Apple and Adventure), released in 
1980. Even larger in scope, its divided into segments. 



First you explore an island to gather resources, 
much like Wilderness Campaign. Then you purchase a 
boat and sail across the sea, battling monsters, hunger 
and diseases in search of a magical orb. After finding 
it, you travel to the castle of a mighty wizard, solving a 
series of text-based challenges in order to rescue him. 

Robert Clardy s fourth game, Apventure to Atlantis 
(1982), continues where the previous one ended, but 
plays more like an adventure game, with less focus on 
stats and several puzzles that must be solved via a text- 
parser. Now playing as the new lord of the castle, you 
must defend yourself against invaders from Atlantis 
and find a way to stop them once and for all. 

Almost 40 years later, these games lookpre-historic 
and play nothing like what we now call RPGs. But that’s 
exactly their appeal - unshackled by genre conventions, 
they tell whatever epic adventure they wish to tell, using 
whichever novel mechanics their creator had imagined. 
The computer is a tool for the Dungeon Master. FE 



Apventure to Atlantis added elements from text adventure 
games, such as item puzzles, static images and a text-parser. 


41 

























o 

> 3 

■o-Q 

3- C 

9J. CD 

to 


Apshai's engine 
was reused 
for over a 
dozen games. 
Automated 
Simulations' 
refusal to update 
its technology 
eventually made 
it lose markets 
to newer games 
and led to Jon 
Freeman leaving 
the company. 


Since you 
couldn't save into 
Apshai's cassette 
tapes, every time 
the game starts 
you can roll a 
new character or 
type in the stats, 
gear and XP of a 
previous hero. 



D ungeons smell faintly of vanilla. This was one 
of many important life lessons I learned in 
my early adventuring days while descending 
into the depths of Temple of Apshai. 

Conceived by avid dungeon master Jim Connelley 
and two of his D&D gaming friends, Jon Freeman and 
Jeff Johnson, Temple of Apshai was originally released 
to fulfil their desire for a “graphical adventure” game 
that required strategy and a little bit of luck to get 
by, as opposed to the text-only adventure games 
(like Colossal Cave and Zork) of the times that were 
imaginative but had static solutions. 

It was the first in what would be called the 
Dunjonquest series. While rarely remembered today, 
the series spawned several games, sequels and add-ons, 
and was one of the best-selling early computer games, 
initially outselling both Wizardry I and Ultima I. 

Although the blocky, black-and-white graphics 
of the TRS-80 received high praise back in 1979 
(we didn’t have much to go on), the real secrets to 
the success of Temple of Apshai was its underlying 
strategy system, rich writing, and sense of character. 



Like all good adventures, players begin at the 
inn, where they can customise their character stats 
(or let the Innkeeper roll the stat dice for them) and 
purchase equipment. Being inspired by D&D , the 
character sheet for Apshai used the same core stats 
and they could be freely edited - both so that players 
could import their characters from tabletop RPGs, 
and because it was not possible to save character data 
on the original TRS-80 cassette format. 

Once sufficiently (or insufficiently) equipped, 
the adventure begins. The original dungeon, Temple 
of Apshai, is a forgotten temple consumed by wild 
overgrowth. It’s chock-full of traps, secret doors 
and glittering gems, and inhabited by all manner of 
disgusting creatures - giant slimes, overgrown insects 
of all sorts, and various things that died some time 
ago but didn’t have the decency to acknowledge it. 

Released in 1981, The Upper Reaches of Apshai 
expansion added a new dungeon. A comic relief act, it 
takes place in the gardens and houses behind the inn. 
There are peculiar happenings in the vegetable garden 
for heroes to investigate, angry housewives and killer 
tomatoes to fight and, if you are lucky, a delicious pot of 
chicken soup or some ill-fitting laundry to find. 

The second expansion, Curse ofRa , (1981) takes 
place in a cursed pyramid in the middle of a desert. 
Full of narrow, twisting hallways, traps at every step, 
and inconvenient slabs of stone that drop to block 
exits, heroes will square off against exotic foes like 
sphinxes, mummies and, worst of all, wild camels. 

There are four levels for each dungeon, each one 
more difficult than the last, but players could choose 
which level to explore in any order. There’s no true 
ending; players could revisit the dungeons as often as 
they liked and see it repopulated with monsters (both 
fixed and wandering) and treasure. 


42 








mm nu,: e. 
WOUNDS: 32 l 
FATIGUE: 80 \ 
HGT: 53 LBS 

SWISH! 

IT HISSED! 
ARROWS: 8 
MAGIC m\ 0 
ANTMAN 
APPEARS 
TOTAL SLAIN: 

£ 


TYPE IXISHT 

OFFERED PRICE 

.EATHER 9 

30 

IING HAIL ££ 

100 

CHAIN HAIL 31 

150 

PARTIAL PLATE 47 

£50 

r ULL PLATE 63 

1000 

UHflT SORT or ARMOR UOJLDST THOU WEAR? CHAIM MAIL 

JHAT OFFEREST THOU? 

■j .ora 

r ocj 

HOT SO CHEAP NY FRIEND! BUT FOR 
JHAT OFFEREST THOU? 

? 105 

THEE JUST 113 

m. JUT SUCH FINE WORKMANSHIP, 
.ESS THAN 109 

JHAT EE THY OFFER PEPE? 

? 103. 

I COULD NOT PART WITH THIS FOR 


Apshai uses a simultaneous turn-based system. When you After creating a character you can purchase equipment from 

(the arrow) move or act, the enemy (the cross) acts as well. the Innkeeper - and might also haggle for cheaper prices. 



I GAME 


SPECIAL INVENTORV 
A Attack I®*** 


T Thrust 
P Parry 


Room 


No 


Mounds 

Fat iso 
Height 


100V. 


ire 


nafTi c 


row 


13* 


Salves 


EL 


ixirs 


Arrows 


Ma£r 


Ar 


Oh 


No 


Antwan 


The 1985 remake Temple of Apshai Trilogy contains all three 
dungeons and adds vastly improved graphics and Ul. 



One of the remake's best features is displaying the room 
descriptions in-game, instead of referring to the manual. 


When entering a room, players could search 
for traps and secret doors, grab treasure or put their 
ear to a door to listen for movement within the next 
room. With high enough Intelligence and Ego stats, 
an adventurer could even smooth-talk their way past 
deadly enemies. If diplomacy fails, combat kicks in. 

Players have four methods of dispatching foes: 
a normal swing of the sword, a powerful thrust that 
could inflict great damage but also left a character 
more open to attack, and a parry that favoured defence 
over offence, and a bow to shoot enemies at a distance 
so long as arrows were at hand. The character s gear 
and experience also played a role, and players had to 
be careful not to become so tired they cant act. 

Setting the mood for all of this was the superb 
writing. Each room - 233 in Temple of Apshai and 
over 500 with the expansions - had a number that 
players could refer to in the game s excellent illustrated 
manual (clearly the work of tabletop enthusiasts) to 
find a description of the room they just entered. These 
descriptions, preferably read aloud in an ominous 
voice, truly gave the dungeons a sense of character. 


The vanilla-smelling caverns, the dim roaring 
sound that becomes louder as an adventurer treads in 
a certain direction, the “SPROINGGG!” of a crossbow 
trap that someone apparently forgot to load with a 
bolt - these descriptions gave players an environment 
in which to tell their own stories, and made the plain 
graphics pop with imagined detail. 

Besides mood setting, the room descriptions 
also provided subtle clues as to where players could 
find secret doors, traps, treasures, or monsters. See 
some scratch marks on the floor near the East wall? 
Good chances of finding a secret door there. Skeleton 
on the floor? Don’t turn your back on it, he probably 
feels fine. See some laundry hung out to dry? Steel 
yourself for the wrath of an angry housewife. 

Thanks to the evocative writing and the strategic 
combat system, the Temple of Apshai is a timeless 
classic that still retains its replay value today. Even 
if one had the map of every dungeon memorised, 
reading the room descriptions is like going back to a 
favourite novel, and surviving combat is never a sure 
thing, even for veterans. JY 


Temple of Apshai 
was followed 
by a series of 
"MicroQuests", 
very short 
and simple 
Dunjonquest 
titles that 
featured more 
arcade elements. 
The "real" sequel 
was Hell fire 
Warrior (1980), 
which improved 
the mechanics 
and even got 
two expansions, 
but was never 
as popular as the 
original game. 


43 






























*Aka la beth can 
be downloaded 
for free on GOG, 
and in 2011 an 
iOS version was 
released on 
the App Store. 


There are only 
six items in the 
game. Food is 
vital to survive, the 
Axe and Shield are 
basic equipment, 
the Bow and Rapier 
are exclusive to the 
Fighter, and only 
the Mage can use 
the Magic Amulet. 



I t wouldn’t be an overstatement to say that Richard 
Garriott is one of the most important people to 
ever make their stamp on gaming. Starting off as a 
solo programmer, his endeavours would quickly pro¬ 
pel him into the position of one of the most famous 
and recognised figures in the industry. 

The Ultima games, the founding of Origin Systems, 
even his alter ego (“Lord British”); Garriott is directly 
responsible for several of gamings earliest icons. 

Everyone has to start somewhere though, and for 
Garriott that starting point was Dungeons & Dragons. 
An avid player, the adventures he ran with his friends 
served as inspiration for another of his high school 
hobbies: programming computer games. Working on 
his school’s primitive teletype machine, the teenage 
Garriott created a simple game that he dubbed D&D. 
Eventually, he had progressed through so many 
iterations that D&D had become D&D #28. 

Then, in 1979, he made it commercial. He rewrote 
the game for the Apple II, renamed it Akalabeth: World 
of Doom and sold it in ziplock bags with photocopied 
instructions and a cover illustration by his mother. 


STAT 1 

S 

WEAPONS 

HIT POINTS 

.15 

23-FOOD 

STRENGTH 

.14 

0-RAPIER 

DEXTERITY. 

.17 

1-AXE 

STAMINA... 

.3 

1-SHIELD 

WISDOM. 

.20 

0-BOW AND ARROWS 

GOLD. 

.1 

0-MAGIC AMULET 


Q-QU 

IT 

WELCOME TO 

THE ADUENTURE SHOP 

WHICH ITEM 

SHALT THOU 

BUY » 

PRICE 

DAMAGE 

ITEM 

1 FOR 

10 H/A 

FOOD 

8 

1-10 

RAPIER 

5 

1-5 

AXE 

6 

1 

SHIELD 

3 

1-4 

BOW AND ARROWS 

15 

77 7 77 

MAGIC AMULET 


This original release would find its way into the 
hands of the California Pacific Computer Company 
who offered to publish the game on a wider scale. 
It would become a hit for the young developer, 
providing the profits he needed to lay the foundation 
for the legacy that followed. 

Sadly, for all it helped to foment, the game itself 
has not aged well. You’re tasked by Lord British with 
proving yourself worthy of being a knight in the royal 
court. While there have certainly been adventures 
that launched on less, Akalabeth never grows beyond 
this bare-bones plot. 

All it amounts to is entering a dungeon, killing 
a specific monster and then reporting back to Lord 
British so he can tell you to kill another one that’s even 
tougher. Do this a few times and you win. 

This on its own isn’t necessarily a deal-breaker. 
In fact, none of the CRPGs that came before had 
any goals beside gathering treasures, so it’s already 
an evolution of sorts. Unfortunately, Akalabeth’s 
gameplay is just too thin to stand on its own. 

As you start, the game lets you pick a “lucky 
number”, which serves as seed for its randomly 
generated overworld. Regardless of what number you 
pick, though, the worlds it creates are universally dull. 
The towns you visit have no real NPCs and you won’t 
encounter any monsters outside of its dungeons. 

Character creation and development is almost 
non-existent. Your stats are rolled randomly and your 
one big choice between playing a Fighter or a Mage is 
mostly just picking between more weapons options or 
being able to use the Magic Amulet, which holds a few 
magic spells. While combat can have some strategy, 
you’ll often just press the attack button until someone 
dies. Akalabeth is the CRPG genre boiled down to its 
most rudimentary parts. 


44 














“Aka la bet h was not made to 
be published. I made it merely 
for myself and my friends. It was 
John Mayer, the manager of the 
Computerland store where I had a 
summer job, who encouraged me to 
spend the large sum (in those days 
for a high school senior) of $200 to 
'publish' it on the store wall." 

- Richard Garriott , 
Akalabeth's creator 



Dungeons are 
random and 
explored in first- 
person. Combat 
is turn-based and 
very simple, but 
enemies like the 
Thief can steal 
your weapons 
and food, leaving 
you defenceless. 


That’s not to say there’s no charm or fun to be 
had. In its best moments, Akalabeth almost feels like 
a simple roguelike. Death can come quickly, and it 
can genuinely be fun to see how long you can last 
before you’re killed. Even this experience, however, 
is derailed by the game’s punishing approach to food. 

Food, even more than hit points, is life in 
Akalabeth. Your character eats a ton of it and there’s no 
leeway - if the food counter reaches zero, you starve 
to death instantly. This would be fine if it were easier 
to plan ahead. Unfortunately, the random dungeon 
and town locations can make it hard to determine 
how much you’ll need to find your next destination. 

Dungeon layouts are likewise random and it’s 
easy to get lost in their wire-frame corridors. If you 
start off as a Mage, you can use the Magic Amulet to 
transport yourself outside safely. If you’re a Fighter, 
however, you’ll have no choice but to trek all the way 
back out, scoffing down food with every step. 



Akalabeth was the first CRPG with an overworld map. 
Here you can see a castle, a nearby town and a mountain. 


Nine times out of ten, this will be what kills you. 
Worse than that though, it kills the fun. Play sessions 
typically aren’t long, but it’s still frustrating when you 
starve to death before even reaching the first dungeon. 
I started giving up and restarting the second my food 
supply began to run low. 

None of this should be taken to mean that 
Akalabeth ’s not worth trying. It just means that you 
need to approach it with the proper mindset. If you 
start up Akalabeth intent on enjoying some good old- 
fashioned CRPG fun, you’re probably going to be 
disappointed. There are just too many other titles that 
do what it does better. 

Akalabeth feels best if you view it as a museum 
piece. It’s Ultima in the infant stage; the birthplace of 
now-traditional CRPG elements like the overworld 
map and the quest-based progression, as well as 
Richard Garriott’s testing ground for the ideas that 
would make the Ultima games great. SS 


The name 
Akalabeth 
comes from 
Akallabeth, one 
of the chapters 
in J.R.R. Tolkien's 
The Silmarillion. 
Another Tolkien 
reference is that 
the final enemy 
you must hunt is 
always a Balrog. 


WELCOME PEASANT INTO THE HALLS OF 
THE MIGHTY LORD BRITISH. HEREIN THOU MAY 
CHOOSE TO DARE BATTLE WITH THE EUIL 
CREATURES OF THE DEPTHS, FOR GREAT 
REWARD! 

WHAT IS THY NAME PEASANT TPEPE 
DOEST THOU WISH FOR GRAND ADUENTURE ? 

GOOD! THOU SHALT TRY TO BECOME A 
KNIGHT!!! 

THY FIRST TASK IS TO GO INTO THE 
DUNGEONS AND TO RETURN ONLY AFTER 
KILLING AGO CARRION CRAWLER 

GO NOW UPON THIS QUEST, AND MAY 

LADY LUCK BE FAIR UNTO YOU. 

.ALSO I, BRITISHj HAUE INCREASED 

EACH OF THY ATTRIBUTES BY ONE! 

_PRESS -SPACE- TO CQNT ._ 


Each time you hunt and kill the monster that Lord British 
requested he'll raise your stats and present a new quest. 


45 










1980-1984 

The boom, 
the clones and the crash 


The entire tech industry radically changed in the early 80s, starting 
with the arrival of IBM in the home computer market. 

An established tech giant that dominated mainframe computers, its 
IBM Personal Computer (or IBM PC) forced the home computer segment 
to professionalise. While Apple discouraged third-party developers, IBM 
shared all information and had an open architecture. Empowered by the 
company’s legendary reputation and a powerful marketing campaign, 
IBM PCs quickly dethroned Apple and became the leading standard, 
with an extensive catalogue of software and components. 

But these were still costly, high-end products. Vital in popularising 
home computers were new low-end machines like the Commodore 64, 
ZX Spectrum and the MSX line. Costing a fraction of an Apple II or IBM 
PC, they plugged into common TVs (instead of expensive monitors), 
began to be used as educational tools in schools and were great gaming 
machines, helping to introduce a whole new generation to computers. 

Meanwhile, the console market had become a free-for-all mayhem. 
Fuelled by the success of the Atari 2600, several companies decided to 
jump on the bandwagon and make their own consoles, with over a dozen 
console models now competing side-by-side on store shelves. 

Countless companies also followed Activision, becoming third-party 
developers and publishing their own games. Most were of terrible quality 
or cheap copies of popular titles. Atari themselves also had poor standards, 
with failures like its crude port of Pac-Man and the infamous E. T. game. 

Still, profit was at a record high and companies and retailers kept betting 
on ever-increasing sales for the holidays of 1982. However, customers got so 
burnt out that they stopped buying. Left with massive dead stocks and no 
way to recover their investments, the US market crashed in 1983. 

What was a 3 billion dollar business in 1982 barely made 100 million 
in 1985. Video games went from prized products directly to bargain bins, 
and the US console industry was for all purposes dead. 

The crisis also affected arcades, since many companies were active 
on both markets, and the whole video game business declared a fad. 
Despite this, computers were eager to satisfy those hungry for more. 
No longer curiosities sold in ziplock bags, computer games started to 
professionalise. EA, Interplay, Origin, Infocom, Broderbund, SSI, Sierra 
On-line and New World Computing were all founded around this time, 
and would rule the market until the late 90s. 

Meanwhile, in Japan, an odd coincidence occurred. On the same day 
- July 15,1983 - two companies released their first consoles: the Nintendo 
Famicom and the SEGA SG-1000. It was a sign of things to come. 






Trends: 


IBM PC-Compatibles: Computers like the Apple II and Commodore PET had closed, 
proprietary architectures, but the IBM PC was produced with off-the-shelf components - 
only its BIOS was copyrighted. This allowed companies like Compaq to produce their own, 
cheaper machines that could still run IBM’s software - the famous IBM PC-Compatibles, 
or PC Clones. They would be extremely popular and help IBM attain market dominance, 
but years later the clones would actually overthrow IBM. 



Released in 1983, 
the Compaq Portable 
was the first 100% 
Compatible PC 
Clone, created by 
reverse-engineering 
IBM's BIOS. 


The 1983 Video Game Crash: Video games were the icon of the digital revolution that 
began in the mid 70s, with the Atari as its poster boy. Its massive success led to a gold rush, 
with even companies like Johnson & Johnson making games for a quick profit. When it all 
collapsed, a cloud of negativity and doubt started to spread - even home computers were 
declared a fad by many analysts, arguing that there was still no compelling reason for homes 
to have a computer and calling it “a technology in search of a use”. 



Atari 2600's E.T. cost 
millions in licence 
fees but got only five 
weeks of development 
time. A terrible game, 
its catastrophic failure 
is an icon of the crash. 


The Golden Age of Arcades: The release of Space Invaders in 1978 led arcades to 
the height of their popularity. Hits like Asteroids, Donkey Kong, Defender, Mr. Do! and 
Centipede were making millions - Pac-Man alone sold over 400,000 machines worldwide, 
becoming a pop culture icon with an extensive line of merchandise and even a TV show. 
But it wouldn’t last long - arcades were soon crushed by the NES, only briefly resurging in 
the late 80s / early 90s thanks to beat em ups and fighting games. 



Donkey Kong 
(1981) was one 
of the biggest 
arcade hits, with 
over 60,000 
machines spread 
across the world. 


C) . 



J tfwffr* 



Mystery House was released. 
Roberta Williams and Sierras 
first game, it added graphics to 
previously text-only adventure 
games, redefining the genre. 


The first IBM PC was 
released. A massive success, 
it would destroy Apple’s 
dominance and pave the way 
for the IBM PC-Compatibles. 


The ZX Spectrum was 
released. A British rival to 
the Commodore 64, it greatly 
popularised computers in 
Europe and South America. 


The Commodore 64 was 

released. The “Ford Model T of 
home computers”, it was hugely 
popular and dominated the 
low-end market for years. 


The Amstrad CPC line began. 
A popular all-in-one computer, 
it came with a colour monitor 
and tape recorder, yet was still 
relatively cheap. 






Nintendo’s Game & Watch 
was released. An LCD clock 
with a single game, it had 
several models and inspired the 
Game Boy. In 1982 the Donkey 
Kong Game and Watch also 
introduced the D-Pad. 


The MS-DOS was released. 
Developed by Microsoft for 
the IBM PC, it was also sold 
separately, being used in all 
IBM PC-Compatibles. 

It would remain popular 
until the late 90s. 


3 Vi -inch floppy disks began 
to be sold. Initially 360KB 
in size, they could hold up 
to 1.44MB by 1986. They 
replaced cassette tapes and 
S^-inch floppies, remaining 
popular until the early 00s. 


The MSX was an attempt to 
create a new industry standard. 
Designed by Microsoft and 
several Japanese companies, it 
was popular in Japan, Europe, 
the Middle East and South 
America until the 90s. 


The Apple Macintosh 

popularises the mouse, 
graphical interfaces and other 
innovations, but it’s expensive 
and fails to compete with the 
IBM PC, leading to Steve Jobs 
being fired from Apple. 


47 
































Eamon was 
ported by 
fans to other 
platforms, 
including 
several different 
versions for 
MS-DOS. If you 
want to give 
the game a try, 
there's also a 
handy browser 

version . 


The Main Hall, 
where your 
characters are 
created and come 
to rest between 
adventures. The 
shops offer only 
a few items, so 
you'll need to go 
out exploring to 
find the cool stuff. 



Y ou walk into the Adventurer’s Guild, register 
your name and abilities, then buy a weapon 
and a piece of armour. After asking the nearby 
wizard to teach you some spells, you enter a hall lined 
with doors - each leading to a different adventure, 
in a different setting, written by a different person. 
Welcome to Eamon. 

Eamon isn’t just one game, it is a game system - a 
set of rules and tools for creating more games. Initially 
circulating by word of mouth, it became popular via 
Recreational Computing , an American computer 
magazine. Their July 1980 issue was entirely dedicated 
to “fantasy games”, with articles about how to create 
such games, their future as a genre and also a few 
games, such as Eamon and Wizards Castle , with their 
authors explaining how they work and the next few 
pages containing the game’s entire BASIC code. 

Readers would type the code on their computers 
and then save it on a tape or disk in order to play. 
This was cheap way to distribute games before the 
Internet, but also an invaluable resource in helping 
aspiring programmers learn from other’s code. 


CINSERT EAMON MASTER DISKETTE, THEN 
HIT ANY KEY) 

AS YOU HANDER ABOUT THE HALL, YOU 
REALIZE YOU CAN 00 ONE OF SIX THINGS — 

1. GO ON AN ADVENTURE. 

2. VISIT THE WEAPON SHOP FOR WEAPONS 
AND/OR ARMOUR. 

3. HIRE A WIZARD TO TEACH YOU SOME 
SPELLS 

4. FIND THE BANKER TO DEPOSIT UR 
WITHDRAW SOME GOLD. 

5. EXAMINE YOUR ABILITIES. 

6. TEMPORARILY LEAVE THE UNIVERSE, 

CHIT THE KEY FOR YOUR CHOICE, 1-6)® 


Created by Donald Brown, Eamon s heart is its 
“Main Hall” program, used to create your character 
and load adventures. You simply type a name and the 
game will generate a character based on three stats: 
Hardiness, which determines HP and carries weight; 
Agility, used in combat and when activating traps; 
and Charisma, which controls how friendly NPCs are 
(mostly if they’ll attack you or not) and store prices. 

You can buy weapons and armour at the store, as 
well as spells from the wizard. There are five weapons 
types, three armour categories and four spells - Heal, 
Blast, Speed and Power - which heal, deal damage, 
boost Agility or ask the gods for a favour, respectively. 

The Main Hall also includes a sample adventure 
called Beginner’s Cave, and it’s a good taste of what 
Eamon is. It plays much like text adventures such as 
Colossal Cave (1976): the game gives a description of 
the room you’re currently in and you act by typing 
commands, such as NORTH (or N) to head north, 
GET SWORD to grab a sword on the ground, etc. 
Eamons novelty was introducing RPG elements, with 
combat being based on dice-rolls and your stats and 
weapon skills slowly increasing as you use them. 

Furthermore, as soon as you finish the adventure 
you’re returned to the Main Hall (given you survive) 
and can use your new weapons and skills in hundreds 
of brand-new adventures, all created by other players 
using Eamons Dungeon Designer Diskette. 

This means you can take the magical sword at the 
end of the Beginner’s Cave into a space adventure, use 
it to stop an alien invasion and then bring your newly 
acquired blaster rifle to Ancient Greece to battle the 
Minotaur - or any other adventure whose disk you 
managed to get at college or at work, trade by mail or 
create yourself. Remember, this was long before the 
Internet or even BBSs became popular! 


48 









'"Unlike most games, there is no 
clear single goal in a fantasy role- 
playing game. Instead, you are 
directing the actions of a character 
to achieve the goals you want him/ 
her to achieve. Although most 
people accept normal goals such as 
'make lots of money' or 'become a 
feared warrior', you can choose any 
yardstick you want to measure your 
success. After all, it's your life - you 
ARE the character." 


- Donald Brown, 
Eomon's creator 


YuIJR C011 MhNDyhTThCK PIRATE 
CAP ITU ATTACKS PIRATE 
--A HIT! 

PIRATE IS DEAD! 


AS THE PIRATE CHOKES AND DIES. THE FLAME 
ON HIS SWORD DIES ALSO. 


YOU ARE IN A SMALL BAY. HIGH WALLS 
SURROUND YOU SO THAT THE ONLY EXIT IS 
BACK IN THE TUNNEL TO THE WEST. TO THE 
EAST. ON THE BANK OF THE SEA. IS A 
BROKEN OLD BOAT. 

THERE IS A BEAUTIFUL SWORD HERE WITH 
INTRICATE CARDING ON THE HANDLE. 
WRITTEN ON THE BLADE IS THE NAME. 

'TROLLSFIRE 1 . 

THERE IS A LARGE PILE OF JEWELS HERE! 
THE DEAD BODY OF THE PIRATE IS HERE. 

YOUR COMMAND?*_ 


I kill the last enemy 
of the Beginner's 
Cave and he drops 
his magical sword, 
which I'll carry to 
new adventures. 

It has the special 
power to produce 
fire, which can 
be used to solve 
puzzles in this 
adventure. 


Seeing the games success, Donald Brown created 
SwordThrust (1981), a sequel to Eamon , but this time 
a commercial product. Despite several improvements, 
such as a better interface and more spells, it was never as 
popular and had few adventures made for it, resulting 
in Brown abandoning game development. 

The free, public domain nature of Eamon had 
made it spread across the US and, with Brown leaving 
Eamon behind, the community rose to the challenge 
of keeping the game alive. Programmer John Nelson 
hacked the system to allow for more complex designs 
and in 1984 founded the National Eamon Users Club, 
an association that catalogued Eamon adventures and 
published a newsletter with reviews and design tips. 

In 1988 the club became The Eamon Adventurers 
Guild, helmed by Thomas Zuchowski, and can still be 
found at www.eamonag.org. Their records contain 256 
adventures, most created between 1984 and 1994, but 
sadly it stopped being updated in 2005. 


Today if s easy to download these adventures and 
enjoy how diverse they are. You might be a pirate, a 
cop or a time-traveller, delve into Moria, hunt hackers, 
fight cyborgs, explore the inside of the Death Star, or 
even play as Batman pursuing the Joker. 

Of course, the problem with having a game 
entirely based on user-generated content is that the 
quality varies wildly. Some games are creative and 
well-designed, while others suffer from poor writing, 
cheap deaths, obtuse puzzles and tiresome combat. 
The Star Wars adventure listed above sounds cool, but 
its filled with endless battles against stormtroopers. 

Yet, I finished it. Mostly because I really wanted 
to bring a lightsaber with me. Mind you, the lightsaber 
functions like any other sword, and it was actually 
weaker than the weapons I had. The only thing special 
about it was its name. But this incredible power that 
words have to feed our imagination is precisely why 
Eamon conquered so many fans. FE 


The Eamon 
Adventure's Guild 
produced a CD 
which comes with 
242 public domain 
adventures, maps, 
guides, all their 
newsletters and 
some emulators. 
You can download 

it here. 


‘0U ARE THE FAIR CAP ITU 


VOUR ATTRIBUTES ARE : 
HD-23 hG=37 CH = 27 


YOU KNOW THE FOLLOWING SPELLS- 
BLAST HEAL POWER 


YOUR WEAPON ABILITIES ARE-- 
AXE BON CLUB SPEAR SWORD 

1155 -10* 24* 10* 34* 


ARMOURi PLATE AND SHIELD 
GOLD IN HAND=2365, BANK=0 


AE=I6* 


WEAPONS 

TROLLSFIRE 

AXE 

LIGHT SABRE 
BLASTER 


CMPLX 

25* 

6* 

15* 

- 16 * 


DAM 
1 D 
1 D 
1 D 
1 D 


16 

6 

S 

4 


(HIT ANY KEY TO CONTINUE) 


The status screen showing stats, gear and skills. Don't get too 
attached: weapons break and character death is permanent! 


I CURRENT TINE 12:03:55 PM 
CAP IT LI IS IN GOOD SHAPE. 

YOU ARE RESTED AND LIGHTLY ENCMB. 


|YOU ARE IN A SMALL CHAMBER. THE ONLY 
EXIT THAT YOU CAN SEE IS A TUNNEL GOINi^ 
TO THE WEST. 


YOUR COMMAND?EXAMINE RICHARD 


|YOU SEE A MAN HERE WITH MILD HAIR AMD 
RAGGED CLOTHES ODER CHEAP ARMOUR. YOU 
ARE STARTLED TO RECOGNIZE HIM AS 
RICHARD, A GREAT KNIGHT OF THE REALM 
MHO UAN ISHED YEARS AGO. 


|YOU ARE 

IN A SMALL CHAMBER WITH AN EXIT WEST. 


Irichard is here. 

YOUR COMMAND?^ 


SwordThrust introduced several improvements, such as a 
status window on top, but was never as popular as Eamon. 


49 











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Michael Toy and Ken Arnold, 1980* 
UNIX (MS-DOS, Amiga, Atari ST, etc) 


!*E- 


888888888888888888888888 +. , 
+ 88 # !. . 


* Rogue first 
appeared on 
Unix terminals 
in 1980. It was 
then ported to 
MS-DOS by A.I. 
Design in 1984 
and published 
by Epyx in 1985 
for several 
platforms. 


Monsters respawn 
constantly, but 
you'll also have to 
deal with traps and 
hidden passages. 


R ogue gave the roguelike sub-genre its name. 
It was inspired by popular text-based adventure 
games like Colossal Cave Adventure (1976), but 
where adventure games emphasised world-building, 
hand-crafted puzzles and story, Rogue's primary goal 
was replayability: its elements would be randomised 
between each playthrough, producing a new experience 
every time. Rogue s objective is straightforward: descend 
into a dungeon to find the Amulet of Yendor and bring 
it back to the surface - without dying! 

The game was developed by Michael Toy and Glen 
Wichman, with later input from Ken Arnold at Berkleys 
University of California. Created using the university’s 
Unix terminal, Rogue became so popular it was included 
on the Berkeley Software Distribution (BSD), an open- 
source operating system, spreading to other campuses. 

Excited by the game’s renown, the developers 
founded a company, A.I. Design, and made a deal with 
Epyx to publish it as a commercial title. But it was too 
late. People had already embraced Rogue as a public 
domain game, creating and sharing their own “Rogue- 
likes”, spawning a an entire sub-genre. 



I spent years banging my head against the 
ludicrous complexity and idiosyncratic mechanics of 
roguelikes like NetHack , ADOM , and Angband before 
I got around to playing Rogue. I was a little surprised 
at the simplicity of its design: There’s no character 
creation to speak of. You name your rogue and the 
game plops you down on the first floor of the dungeon. 

The dungeon design is also relatively simplistic. 
Each floor is composed of a 3x3 grid of rooms. The 
only thing that changes in the layout is the presence 
or absence of a room, how the corridors connect the 
rooms, and the shape of the rooms. On later levels, the 
hallways may become more complex and difficult to 
navigate, and some rooms may be dark, limiting the 
player’s field of vision. There is only one stairway down 
on each level. You cannot go back to previous levels 
until you retrieve the Amulet of Yendor. 

As a result, the structure of Rogue is more linear 
than something like NetHack , but that also makes it far 
more accessible: the moment-to-moment decisions a 
player needs to make are leaner, more focused. 

This isn’t to say that Rogue doesn’t have a lot of 
compelling depth to it. As with most other roguelikes, 
it features potions, wands, staves, rings, and scrolls 
- all of which have random effects and must be 
identified by experimenting with them. Figuring out 
different strategies to mitigate the risk involved in 
identifying these items is one of the chief pleasures of 
any roguelike, but here it feels a lot more manageable 
than later versions, especially for new players. 

In many ways, calling the games that were created 
in the image of Rogue “roguelikes” is a bit of a misnomer. 
The games that sprung from its combination of dungeon 
crawling, procedural generation, and permadeath 
expanded on its formula in a range of ways that give 
them only a passing resemblance to their inspiration. 


50 















































"In a lot of ways, I think playing 
Rogue is to playing Dioblo as reading 
a book is to watching a movie. 

When reading a book, you don't see 
the characters or special effects or 
action, but you imagine it in your 
mind, and the effect of the book 
is just as strong as the effect of a 
movie. The difference is that you get 
to make up the images in your own 
head. Just as some people prefer 
reading to watching a movie, there 
are still some (including myself) who 
prefer Rogue to the newer, more 
graphically intense games." 

- Glen Wichman, 
Rogue's co-creotor 



The MS-DOS 
version of 
Rogue. Combat 
is turn-based 
and very simple, 
you just move in 
the direction of 
the enemy. But 
there are several 
items, scrolls and 
potions, as well 
as monsters with 
special abilities. 


Many in the roguelike community only bring up 
Rogue as a marker of how far the genre has come in 
implementing randomness and increasingly complex 
systems on top of the core mechanics. I feel like that 
interpretation sells the game short, and places too much 
emphasis on overwhelming complexity. Playing Rogue 
taught me the importance of clarity and restraint. 

There’s something pure about its singular focus on 
dungeon crawling. It leads to far fewer opportunities 
for new players to get themselves killed. While there 
will certainly be times where they’ll die due to a 
miscalculation or misunderstanding of the game, 
the sheer amount of information and knowledge 
demanded is far lower than other roguelikes. 

It’s rare, but the clarity of design found in Rogue 
occasionally shines through in more modern designs: 
Brian Walker’s Brogue (2009) takes Rogue's classless 
system to heart and even simplifies it further by making 
it so the player doesn’t need to kill monsters to level up. 


si 3 rations of food 

y A scroll titled 'ebek werg iu J 

:) 2 sera 11 s titled r erezE-b ta esef' 

fl) A scroll titled 'nesbjor cog uoJiturs f.iple not' 

s-1 A scroll titled 'trolerajup zoubjorbin sefneroro botsant' 

f) A seraII titled r tinashkho tibot jeakho fri' 

}) A cypress staff 

10 A granite rieg Con right hand! 

1) 2 potldrtS of paismittfhUc) 
jl An ecru potion 

kl A potion of gain strengthfturquoise) 

1) A oertiL I ion potion 

a) -2 ring nail tornor class 21 (being uorn) 

ol A nfl.ee (weapon in hand) 

-jO A short bou 

p) A short kiu 

q) 29 arrows 

r j A loo handed sutird 


I f.:::;:; .1 Letter or spec lo continue 


The game's inventory, with some identified potions but 
several magical scrolls whose effects I still don't know. 


Similarly, Dungeon Crawl Stone Soup (2006) has a 
design philosophy that emphasises the need for clarity 
and an aversion to grinding or deaths that feel unfair. 
They are not shy about removing mechanics or character 
creation options that run counter to those goals. 

Is it still worth going back to Rogue 7 . It’s a tough 
question to answer. I get a lot out of playing Rogue and 
still replay it on a regular basis. But that interest is a 
combination of nostalgia and the affections of someone 
who is already deeply interested in roguelikes as a genre. 

In many ways, it’s a shame that Rogue doesn’t come 
up in discussion as frequently as ADOM or Net Hack 
does. Its simplified design provides a smoother on- 
ramp than other roguelikes, whose idiosyncrasies and 
impenetrability frequently place new players in utterly 
inscrutable and fatal situations. To that end, I think it’s 
a worthwhile starting point: the lessons you learn here 
will help prepare you for the far more complicated (and 
unforgiving) fare the genre is known for. RP 


Desk File Corinands 



Epyx also released a graphical version of Rogue for Amiga 
and Atari ST, but the zoomed view made it harder to play. 


51 










































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* Wizardry was 
exclusive to the 
Apple II until 
1984, but 
has since been 
ported or remade 
for dozens of 
systems, such as 
the SNES, PS1, 
Saturn, mobile 
phones, etc. 
Sadly, many of 
these versions 
only came out 
in Japan. 


Characters can be 
Fighters, Mages, 
Priests or Thieves 
depending on 
their stats. Those 
with high stats can 
change into elite 
classes: Bishop, 
Samurai, Lord 
and Ninja. 



B ack in 1978, two university undergraduates, 
Andrew Greenberg and Robert Woodhead, 
started to develop their own computer RPG. 
They took a lot from the PLATO games (especially 
Oubliette), but also added some revolutionary ideas, 
which kept their friends playing for nights on end. 

This would be the first game to give players 
control over a party of characters instead of just a 
lone hero, sending them to explore an expertly crafted 
dungeon full of perils and secrets. It was the birth of the 
most influential dungeon crawler of all time: Wizardry. 

However, they coded the game using Pascal and 
had to wait months for Apple to actually support the 
language before the game could run on any Apple II. 
In the meantime, they kept improving its technical 
aspects, as well as balancing the gameplay, creating 
the most complex and polished home computer game 
released so far. It even had an animated intro! 

Wizardry quickly became one of the best-selling 
computer games of the 80s - a true phenomenon that 
topped sales and rating charts for years and led to the 
birth of unofficial game guides, trainers and edit tools. 


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Wizardry: Proving Grounds of the Mad Overlord 
is a pure dungeon crawler. Unlike Might and Magic 
or Ultima , it makes no attempt at creating a detailed 
setting with a rich history. It doesn’t even provide a 
world outside its dungeon - the town of Llylgamyn is 
nothing more than a menu from where you can access 
services like a shop, an inn, a tavern and a temple. 

There is, of course, a quest you’re supposed to 
accomplish: defeating the evil arch-wizard Werdna 
and retrieving his amulet. But the game is ultimately 
about exploring a massive dungeon, surviving tough 
battles and power-building your party. This is where 
Wizardry’s secret lies: a focus on a seemingly simple, 
yet highly addictive and replayable gameplay. 

Wizardry is a claustrophobic experience, and it 
uses difficulty to enforce this concept. There’s no save 
feature - if a party member dies you have to find and 
drag his body to the temple for a chance at bringing him 
back, use rare resurrection spells that would reduce the 
character’s Constitution, or just re-roll a new character. 
The same applies if the entire party dies, obviously. 

Thus, Wizardry is a game of danger assessment 
and resource management, in which your ability to 
win encounters unscathed decides how deep you’ll be 
able to go. This makes every fight relevant; if you lose 
hit points or waste spells in non-lethal encounters, 
they’ll quickly add up and force you to return to town 
- not via a handy Town Portal, but by walking back. 

Besides the battles, the dungeon itself proves to 
be a big challenge. There’s no auto-map, of course, and 
each level is full with false walls, spinners, teleporters, 
chutes and other nice surprises. The huge dungeon is 
divided into ten descending levels, and your primary 
task in each of them is to find the stairs or elevator 
that allows you to go deeper. All of this may sound 
more frustrating than fun, but believe me, it’s both. 


52 








"Both Andy [Greenberg] and I were 
active on the PLATO system, which 
was a tremendous influence on us. 
PLATO had email, chat, newsgroups, 
multiplayer real-time game, and 
much more, all starting in the early 
70s. The multiplayer dungeon games 
were particularly good [...] Wizardry 
was in many ways our attempt to 
see if we could write a single-player 
game as cool as the PLATO dungeon 
games and cram it into a tiny 
machine like the Apple II." 

- Robert Wood head. 
Wizardry's co-creator 


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Wizardry has some balance issues (Thieves 
are useless in combat) and rather unfair mechanics 
(levelling up can decrease stats), but a common criticism 
is how empty some parts of the dungeon are, as special 
encounters and locations are rare and far between. 

This was addressed in the two next Wizardry 
games, Knight of Diamonds and Legacy of Llylgamyn. 
They focused on bringing better content, with only 
minor gameplay adjustments. While nowadays these 
games are referred to as sequels, they were originally 
sold as “scenarios” - extra content for the first game. 

Knight of Diamonds was released in 1982 and 
originally required that you transferred your party over 
from Wizardry I (later ports added character creation). 
The characters are then tasked with finding the pieces 
of a legendary armour set, which can be used by them. 
Each level featured distinct puzzles and had more 
interesting encounters aside from just combat, making 
exploration much more meaningful. 


The final entry in the original trilogy is Legacy of 
Llylgamyn (1983). This time your previous party isn’t 
exactly imported, but rather used as ancestors for new 
characters; their stats carry over, but you’ll start with a 
level 1 party. The game expands the role of alignments, 
as some areas can only be entered by good characters, 
while others are exclusive to evil ones. This forces the 
player to handle two parties, or to plan an alignment 
switch mid-game. More importantly, the design of 
the dungeons remains great and features more unique 
puzzles, locations and content than previous titles. 

Wizardry is more than a series: it’s an entire genre. 
Besides the eight main titles developed by Sir-Tech, 
there are over 30 official Wizardry games made in 
Japan, plus hundreds of clones and variants known as 
DRPGs (Dungeon RPGs). There’s a reason why this is 
one of the most influential and long-lasting series ever: 
it remains extremely fun. But don’t take my word for it, 
the dungeon awaits you! DB 




Wizardry has a deep magic system with 46 spells in two The SNES remake of the initial Wizardry trilogy has much better 

schools. To cast them you must manually type their names. graphics and interface, making it a great entry point. 


Wizardry wasn't 
the first game to 
have first-person 
dungeons, but 
their complexity 
was revolutionary. 
Instead of randomly 
generated, they 
were hand-made 
and filled with 
secrets, events, 
traps and many 
other surprises. 


Nowadays the 
best way to 
play Wizardry 
is with the fan- 
translation of 
Wizardry: Story 
of Llylgamyn, a 
Japanese remake 
of the first three 
games for the 
SNES, featuring 
much better 
graphics, Ul 
and balance. 


53 



























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*ln 1986 Ultima 
was re-released 
as Ultima 1: 
The First Age of 
Darkness, with 
new versions for 
the Apple II, 
C64, IBM PC and 
various Japanese 
computers, such 
as the MSX2 and 
FM-Towns. 


The innovative 
overworld map. 
I'm inside a forest 
fighting an Evil 
Trent. To the 
north lies the 
town of Britain 
and the Castle of 
Lord British. 


— 

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COMPUTER 

Richard Garriott, 1981 


PACIFIC COMPUTER 

Apple II and Atari 8-Bit* 

ET TIFT : 

BRITISH 


U ltima was the first real professionally released 
RPG from Richard Garriott, and it shows. 
He threw in everything his young computer 
geek self thought fun, so anything went! 

Combining a huge, colourful and innovative 
overworld map, the randomly generated wire-frame 
dungeons from Akalabeth and even an incredibly 
frustrating space battles - similar to the Atari 8-bit 
game, Star Raiders - Ultima gave players many fun 
and interesting things to do, and its easy to see why it 
was so successful. 

As the game begins, the four continents of 
Sosaria have already been conquered by the evil 
wizard Mondain, who used the Gem of Immortality 
to become invincible. Your only hope is to collect four 
magic gems to power a time machine to go back in 
time and slay the wizard before he gains his powers. 

You can basically explore the world as you 
want because of how loosely intertwined the games 
solution and mechanics are. Which is good, as at its 
core Ultima takes about 2-5 hours to complete, if you 
know what you are doing. 



Most of that time is spent gaining enough gold 
to buy food and supplies to survive, along with getting 
enough experience from killing monsters in order to 
qualify to acquire the time machine and complete the 
game. This is all XP is good for - character levels are 
otherwise irrelevant in this game. 

Hit Points are gained through killing monsters 
inside of dungeons and then escaping, or by giving 
money to one of the eight kings that inhabit the world 
(one of which is the famous Lord British, Garriott s 
alter ego). Attribute scores are improved by locating 
and interacting with signposts spread throughout 
the world, with bonus points rewarded for going to 
these signposts as a quest for four of the kings. Doing 
quests for the other kings involves killing monsters in 
the dungeons you would go into anyway, and you can 
also try to rescue captive princesses from castles. 

Combat itself is very similar to Akalabeth , but 
you have a time limit to act, or you’ll lose your turn. 
And now there are random enemy encounters on the 
overworld map as well, not only inside dungeons. 

Towns and castles are one-screen areas where 
most of the game’s solutions are uncovered via jesters 
talking out loud, or by spending money in bars. Items 
and food can be bought - or stolen, though that may 
anger the tough guards. As the player progresses, the 
technology of the world advances, and various new 
weapons and armour begin showing up in the stores, 
going from swords and bows to pistols, energy swords 
and even a “phazor”. That also includes vehicles, such 
as a hovercraft with lasers and a space shuttle. 

Ultima allows you to play a Human, Elf, Dwarf or 
“Bobbit”, as either a Fighter, Cleric, Rogue or Wizard. 
Those mostly just change your initial attributes, as 
anyone can use any equipment, but only the Wizard 
can cast some of the spells. 


54 




































































''With the success of Aka I abet h, 

I decided to start fresh with my 
first work intended for public 
consumption. I began a game 
originally entitled 'Ultimatum'! Built 
on much of the same code base as 
Akalabeth, it continued to refine 
the Richard Garriott virtual world¬ 
building techniques. The game 
maps were largely based on the 
D&D worlds I created called Sosaria. 
When finished, we launched it 
under the name Ultima." 

- Richard Garriott. 

Ultima's creator 





GW I NO THE JESTER SINGS= H.P.=99 

I'UE GOT THE KEY!!! F00D=25 

COMMAND = EAST EXP.=0 

COMMAND =_GOLD=0 


At Lord British's 
castle, with the 
Jester shouting he 
has the key I need. 
In an RPG, that's 
a death wish. 


The magic system is quite simple, with only a 
few different spells sold as one-cast scrolls. And really, 
only two are useful: Ladders Up & Down. Those aid 
in making dungeons much easier, as they allow one to 
avoid having to seriously map or look for secret doors. 

This is part of why Ultima was so revolutionary: 
while other RPGs were dungeon crawlers, Ultima was 
an epic adventure - you would explore a large world, 
visit towns, talk to kings, ride horses, travel in time, 
go to space and, yes, also battle monsters in dungeons. 
Yet it was easy to get started; just read the gorgeous 
manual illustrated by Denis Loubet to get immersed 
in the world, and then use the Command Summary 
Card to learn the few keystrokes required to play. 

Ultima was my first real RPG experience. While 
I had some understanding of this sort of thing thanks 
to the Endless Quest and Choose Your Own Adventure 
books, this game was like nothing my 13-year-old 
mind had experienced back in 1988 on my new C64. 



After buying the space shuttle, you must dock at star bases, 
acquire a spaceship and shoot down TIE-Fighters. clones. 


It taught me keyboard layouts and how these 
“RPG things” worked. To look for clues. To explore 
a world with much of its flavour in the manuals 
wonderful text and artwork. To BE in an adventure, 
as opposed to just watching the animated Hobbit film. 

This game took me a good month to complete - 
with only a single call to Origins hint line towards the 
end game - in those days before game solutions were 
easily available. And it made me fall in love with the 
genre as a whole. 

Would a much more difficult and unforgiving 
game like Wizardry have done the same, with its 
deadly traps and multiple characters - who could all 
be permanently wiped out in an instant? 

Would Apshai , with its far more finicky control 
scheme, world detail hidden within multiple 
paragraphs to read in a booklet and far slower form of 
character advancement have done the same? 

Probably not. RM 



Here we are on the lowest floor of a dungeon, being 
approached by a wire-frame Balrog... I mean BalRON! 


Fan Joseph 
Propati created 
a board game 
adaptation of 
Ultima, made 
for solo play. 
It's free, and 
you can find 
it at www. 
boardgame 

geek.com 


55 



















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In combat you can 
perform several 
actions, like leaping, 
dodging or executing 
a barrage of attacks, 
all which drain your 
strength meter. 


There are 40 
locations to 
explore, divided 
into seven areas. 

You can travel 
quickly between 
them, or move 
slowly trying to 
avoid random 
encounters. 



A mong the several “proto-RPGs” made in the 
late 70s and early 80s while the RPG genre 
was still defining itself, a popular style was 
the “gather treasures across the land” games. 

Directly inspired by Colossal Cave (1976) and 
board games like Magic Realm (1979), these were 
games where you (often alternating turns with other 
players) raced to explore an area and collect treasures, 
competing to see who can earn a higher score. 


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Being a very early title, still sold in cassette tapes, 
Dragons Eye is a simple game, beatable in an hour or 
so. You start by naming your hero, then choosing a 
weapon and a title, after which you’ll get a random 
selection of spells and be sent to the world map. 

Your goal is to find the mythical Dragon Eye and 
return with it to the starting city within 21 days. Once 
you do so, you win the game and will be rated on how 
many battles you won and treasures you recovered. 

You play by moving around the world map and 
searching locations for treasures or clues to their 
location. Actions like walking, searching and resting 
take a certain amount of time based on factors like 
your speed and weather, but you can use spells such 
as Cure Self or Teleport to help with the time limit. 

Unlike other games of this kind, Dragons Eye has 
no competing AI opponents, quests, special events 
or dungeons - you just walk around searching areas 
repeatedly, as there’s a high percentage chance to find items. 

What makes Dragons Eye stand out is its combat. 
When you encounter an enemy, the screen goes to a 
2D side-view and you control your character much 
like in a fighting game, but in turns: you can order 
it to move left or right, chop, do an overhead attack, 
leap, dodge, block, use an item, fire an arrow, etc. 

Each action drains your strength, reducing the 
power of blows and forcing you to rest afterwards. It’s 
primitive and unreliable but highly original, coming 
from a time before fighting games even existed. 

This unique blend of 2D combat and turn-based 
RPG would be revisited in Windwalker (1989), and 
later games like Wizards Wars (1988) and Moonstone: 
A Hard Days Knight (1991) would greatly expand the 
“find all treasures” concept, but Dragons Eye deserves 
its praise as one of the many forgotten pioneers that 
helped shape video games. FE 


56 














T ension flows at every step. The only sounds 
you hear are your own heartbeats, and the 
distinct roar of beasts who wish to stop it. 
Dungeons of Daggorath is, in many ways, the logical 
follow-up to the similarly brutal Akalabeth. 

Players takes the role of a prophetic hero out to 
defeat an evil wizard who spreads darkness over the 
land. In desperation, your village sends you into the 
wizards dungeons, with nary but a wooden sword 
and a torch to light the way. 

Daggorath ramps up the stakes from prior first- 
person dungeon crawlers by being fully real-time. 
Commands must be quickly input in the text parser, 
since enemies wont patiently wait for their turn. To 
make things easier, you can use abbreviations, such 
as typing “A R” instead of “Attack Right” to strike with 
the weapon in your right hand. 

Linked in deep with this is the mechanic of a 
constant heartbeat representing the character s health. 
It will steadily accelerate as the player takes action or 
gets hit by enemies - exhausting yourself or taking 
too much damage will send your heart into a tailspin, 
possibly leading to a blackout. Players must find a safe 
place and catch their breath for a bit, lest they want to 
risk a heart attack ending their adventure. 

Exploration is limited by torches the player 
collects. If a torch begins to dim, your hit rate against 
monsters becomes lessened as their outline becomes 
dimmed. Having to replace torches or other items 
requires real-time inventory management, during 
which a slow player can be decimated. 

The real defining characteristic of Daggorath 
is its atmosphere, using its monochromatic colour 
palette and foreboding heartbeat sound to the fullest. 
Each step carries not the just the fear of being overrun 
by monsters, but also of getting lost in the dungeon. 


The game culminates on the fifth level of the 
dungeon, wrestling with the parser to activate a mag¬ 
ic ring which finally gives the wizard what for, and the 
player taking his position as the ruler of Daggorath. 

Dungeons of Daggorath is certainly still worth 
experiencing, being an important precursor to 
Dungeon Master (1987). Its not easily digestible, but 
every single element has a purpose. The RPG legacy 
owes at least a respectful nod to Daggorath. EJ 



* Douglas 
Morgan, 
former 
president of 
Dyna Micro, 
released the 
source code 
of Daggorath, 
which led to 
fans creating 
various ports 
that can 
be legally 
downloaded. 


The dungeon has 
no traps, but is full 
of fake walls. It also 
changes colours: 
some floors are 
black while others 
are white. 


Powerful enemies 
such as the Stone 
Giant can kill you 
in one blow, so 
quickly attacking 
and running is key 
to your survival. 
But be careful 
not to mistype! 



























TIM 

LUL 

1 



STR 12 

CON 

13 



INT 11 

DEX 

13 



MIS 15 
HP 7/13 
SU 0/1 

CHR 

10 

1 JtJ 


EX 130 



_ ^ 

■ ■ 

GD 826 



i * 


SNORD 

ARMOR 

SHIELD 



■ ■ 

■ ■ 

■ ■ 

■ ■ 

RING PROT 

+ 2 

The Avalon Hill Game Company, 1982 

■ ■ 

■ ■ 




C64, Apple II, Atari 8-bit, TRS-80, etc 

■ ■ 





Over the 
years fans 
have created 
enhanced 
versions of 
Telengard, and a 
Windows port . 

The latter was 
created by 
Travis Baldree, 
co-founder of 
Runic Games. 


Telengard is 
brutally unfair. 
You can start the 
game, encounter 
a very powerful 
monster and die 
permanently in a 
few seconds. 


Instead of directly 
controlling your 
character, you 
input cardinal 
directions and 
move from 
screen to screen. 


W hen I was eleven, I discovered Telengard. 

While not the most advanced CRPG at 
the time, it was incredibly addictive and 
replayable. The game is built around almost arcade-like 
runs into the dungeon to see just how far you can get 
in a single session before inevitably conceding defeat. 

Every few years, I still wander back to try my luck 
delving the depths of the dungeon. Telengard s biggest 
strength, however, is also its greatest weakness. 


THE DRAGON IS CHARMED 
PRESS CRET> TO KILL 
IT BROKE FREE*! 


STR 12 CON 13 
INT 14 DEX 9 
NIS 8 CHR 15 
HP 8/54 
SU 13/15 
EX 31485 
GD 6460 
SNORD +5 

ARMOR +2 

SHIELD 
ELUEN CLK+6 
ELUEH BTS+4 
RING PROT+i 
SCRL RESC 1 




HERD LUL 5 

STR 12 CON 13 

INT 14 DEX 9 

WIS 8 CHR 15 

HP 34/54 

SU 15/15 


"■""i Imim 

EX 30095 


$ i 

GD 4541 



SM0RD +5 


\l£ y 

ARMOR +2 


*7 - 

SHIELD 



ELUEN CLK+6 

ELUEN BTS+2 

RING PROT +1 



SCRL RESC 1 

YOU HAUE 

FOUND A FOUNTAIN 

MI TH RUNNING GREEN MATER 

CRET!> TO 
MO 

DRINK SOME: 



Apart from the dungeon layout, everything is 
randomised - your initial stats, which monster you are 
going to face, what their levels are, and what treasures 
you will manage to scrounge up. The wild nature of the 
RNG ensures that every session is wildly different, but 
can also lead to frustration. Its a game that requires 
patience to get a good start, and tenacity to not despair 
when you lose everything from one uncontrollable 
moment - especially since you have a short time limit 
to input your actions every turn. 

This is why I keep coming back to Telengard ; most 
CRPGs are carefully designed around difficulty curves, 
balance, and making sure the player is always in control. 
Telengard just ruthlessly throws the player in and starts 
delivering the fun. The feeling of having survived a 
mid-level dragon early in the game is unsurpassed by 
what other games give you when they have a encounters 
perfectly balanced for where you are in the game. 

In the end I still do crave control, and will drift 
away from Telengard for a while every time, but that 
feeling when you get back to it is hard to beat. 

While Telengard is often mislabelled as a roguelike, 
its dungeons aren’t random but procedurally generated, 
spanning 50 massive floors. On the other hand, there’s no 
end goal - you just survive as long as possible. 

The game’s developer, Daniel Lawrence, claims he 
created Telengard as a home computer port of a game 
called DND that he wrote while at Purdue University. 
The controversy is that Lawrence’s DND and Telengard 
have many elements that are similar to PLATO’s dnd. 
This led to criticism and many plagiarism accusations, 
since Telengard was released as a commercial title. 

Regardless, we didn’t knew about any of this at 
the time. Telengard became a popular title among early 
CRPG fans, and many like myself still enjoy challenging 
its unforgiving RNG from time to time. DM 


58 














A fter the success of Ultima I , Richard Garriott 
spent over a year working to create a sequel. 
During this time he taught himself how to 
program in assembly language, allowing for several 
improvements in graphical variety and scale. 

But what really defined Ultima II was that in the 
meanwhile Garriott saw Terry Gilliams Time Bandits 
(1981), a light-hearted fantasy movie about a kid who 
meets a group of dwarves and travels through several 
time periods by using a magic map. 

Heavily inspired by the movie, Garriott moved 
Ultima II from the magical land of Sosaria to Earth. 
After the wizard Mondain was defeated in the 
previous game, his apprentice and lover Minax learns 
time travel and floods Earths past, present and future 
with her evil minions. Lord British calls upon a new 
hero to step forward and undo Minax s wicked work. 

To do so, the hero travels across five time periods 
using magical gates - which would become an iconic 
feature of the Ultima series. As in the movie, a map 
shows all the gates and where and when they lead to. 
This map was actually a physical cloth map, included 
in the games box. Back then most games were still 
being sold inside crude ziplock bags, and Garriott was 
snubbed by several publishers until Sierra On-Line 
agreed on producing a box with the map. 

If time travel isn’t enough for you, Ultima II also 
goes into space, allowing you to visit the nine planets 
of our solar system (back when Pluto was a planet!). 
Sadly, all these areas have barely any content or story 
to them - apart from a few Easter eggs - and even the 
first-person dungeons are mostly pointless. 

Truly, you’ll spend most of the game battling 
monsters for key items that randomly drop, cursing 
the poorly balanced character system and grinding 
until you’re strong enough to attack Minax’s fortress. 


Another reason why Ultima II isn’t discussed 
much today is because its events were retconned in 
future games of the series. This solved the confusing 
mess of why Sosarian characters were on Earth and 
any plot holes derived from timeline-altering events. 

Ultima II had great ideas that impressed gamers 
back then, but the repetitive gameplay and lack of 
meaningful content makes it the most dated game in 
the series. Still, greater things were yet to come. FE 




In 1983, 

Sierra On-Line 

published 

Ultima: 

Escape from 
Mt. Drash, a 
crude dungeon 
crawler for the 
VIC-20. It has 
nothing to 
do with the 
Ultima series, 
but Garriott 
allowed Sierra 
to use the 
series' name. 


Fighting an Ore in 
1423 BC Europe. 
The world map 
isn't very big, 
but it's slightly 
different in each 
time period. 


While Ultima II 
looks a lot like 
its predecessor, 
it packs discrete 
improvements 
such as large 
towns to explore 
and animated 
water tiles. 


59 




























































Qj" 


*The original 
Moria was made 
for VAX-11/780 
computers, 
but its creator 
shared the 
source code 
freely, which 
allowed various 
versions and 
ports - under 
the requirement 
that it was kept 
non-commercial. 


The town shops 
allow you to 
prepare yourself 
for the dungeon. 
But beware, 
as beggars and 
thieves also roam 
the streets and 
may steal your 
gold - or life. 


Hurnar 




# # 




Paladin 



# # 




Gallant 



# # 








# # 




STR 


18 


# # 




INT 


11 


# # 




WIS 


12 


# # 




DEX 


14 


#.# # 

# 



CON 


12 


1 

* 

i 

# 



CHR 


15 


#.# 

# 







# ##### 

# 



LEV : 


1 

fj JJ fJ H JJ If 11 JJ tJ JJ JJ fJ JJ M li JJ 11 it 

WWfHfWWWWWWW . wwwwwwW 

.#### 



EXP : 


2 

#. 


. .. .# 



Robert Alan Koeneke, 1983 


. .. .# 

############# 

# 

VAX-11/780 (MS-DOS, Amiga and Linux)* 


, ..,######### 

# 

### 


F irst released in 1983, Moria started out as a 
Rogue clone for University of Oklahoma’s VAX- 
11/780 mini-computer (not to be confused with 
the 1975 Moria game for PLATO). As development 
went on, the game started to differ significantly from its 
predecessor: the setting became Tolkien’s Middle Earth 
and the objective was to kill the Balrog. 

More importantly, Moria introduced several 
features that would later become essential to certain 
sub-genre of roguelikes: a town with shops at the top 
of the dungeon, scrolling multiple-screen maps, spells, 
artefact items with special properties, character classes 
and races and the need to carry a source of light. 

At the beginning of each game, a new character 
must be created. Race, class and sex are chosen by 
the player while all the stats, as well as the character’s 
background, are randomised (the game allows re¬ 
rolling so one shouldn’t worry too much). From then 
on, Moria is pure dungeon crawling with occasional 
trips back to the town in order to sell useless 
equipment and buy better ones, replenish food and 
torches and identify unknown items. 



The game (as well as others inspired by it) is 
focused mostly on combat and exploration and doesn’t 
feature NetHack’ s item-based puzzles or ADOM’s 
quests - like Rogue before it, it’s all about getting to the 
bottom of the dungeon while fighting against hordes 
of monsters. Levels (with the exception of a town) in 
Moria don’t persist - when you return to the dungeon 
floor you’ve visited, it will be generated anew. 

Morms interface differs a bit from the one of 
Rogue: this time, playing area occupies the right side 
of the screen, with the character information placed 
on the left. There are also a few graphical differences 
like the walls being denoted by a hash sign and the 
inequality signs being used for staircases. 

The game is played through a text terminal (with 
the usual possibility of playing the game remotely 
through Telnet or SSH) and controlled with the 
keyboard. The control scheme might be a problem 
for laptop owners as most versions of Moria are 
controlled with the numpad, without the possibility 
of using arrow keys or the Vl-style controls. 

Unfortunately, Moria is an early roguelike and 
it suffers from many of the same problems a player 
might encounter with Rogue or Hack: it’s difficult 
while not being complex enough to provide you a way 
of preparing yourself for the worst encounters. 

That would be enough to make your survival in 
any game dependent on the mercy of random number 
generators, but Moria takes it a few steps further: while 
the game was being developed, each new version was 
supposed to be a challenge for the veteran players 
who’ve managed to beat the previous ones. As a result, 
Moria s difficulty makes the game unwelcoming even 
to those who’ve played roguelikes before and don’t 
have a problem with procedurally generated levels, 
permanent death and a high level of difficulty. 


60 













"I listened a lot to my players 
and kept making enhancements 
to the game to fix problems, to 
challenge them, and to keep 
them going. If anyone managed 
to win, I immediately found out 
how, and 'enhanced' the game 
to make it harder. I once vowed 
it was 'unbeatable', and a week 
later a friend of mine beat it! His 
character, 'Iggy', was placed into 
the game as 'The Evil Iggy', and 
immortalised. And, of course, I 
went in and plugged up the trick 
he used to win." 

- Robert Alan Koeneke, 
Moria's creator 



lltfitts b d, 0 ESC to exit) Quaff winds potion?^ 


Duarf 

Jarrlor 

Jeteran[2nd 1 


STR 

IB/35 

I NT 

e 

wis 

11 

BEX 

10 

con 

m/Zh 

CHft 

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LEO 

6 

EXP 

153 

TftMA 

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AC ; 

: 1 

GOLD: 

zm 

Hungry 


IP | IfH Rl 


fa) an Indigo Potion. 

c) a Potion of Slowness. 

d) a Light Bine Potion, 




Surrounded by 
giant white louse, 
our desperate 
dwarf resorts 
to one of the 
unidentified 
potions in his 
inventory. Sadly, 

It was a potion 
of slowness. 


After being abandoned in 1987 by its original 
creator, Robert Alan Koeneke, the game lived on 
as Unix Moria - or UMoria - a port that, thanks to 
being written in C, provided new players with the 
possibility of playing Moria on different hardware 
(contrary to what the name suggests, UMoria can be 
played on systems other than Unix, e.g. MS-DOS). 
This is by far the most popular version of Moria and 
the one that inspired the creation of games such as 
Castle of the Winds , Angband and even Diablo. 

Nowadays, the popularity of Moria and UMoria 
has been far surpassed by derivative titles, especially 
Angband (in fact, the sub-genre of roguelikes that 
has been codified by this game is often described 
Angband- like). While its sad that such an important 
game in the history of CRPGs is being overlooked, 
its easy to see why: Angband is extremely faithful to 
the gameplay and setting (although this time players 
are tasked with defeating Morgoth) of original Moria 



The Amiga version had mouse support and very simple 
graphics, but both were more confusing than helpful. 


while greatly improving it and expanding upon it. 
It’s simply a better game that, while still challenging, 
won’t scare off less experienced players. 

While everyone with an interest in roguelike 
games should play a few sessions of Moria to 
experience an important part of the genre’s history, 
chances are that more fun will be had with games 
that descended from it. MM 

Angband 

Angband was first released in 1990 but is still in active 
development. Its gameplay and visual style are similar 
to that of Moria but it has more enemies (including 
boss monsters), spells and items as well as a longer 
dungeon, while at the same time being more balanced 
and streamlined. In contrast to Morias monochrome 
look, Angband gives colours to different enemies, items 
and HUD elements. It is also notable for the ease of 
modding as all its data is stored in text files - this has 
resulted in the creation of numerous variants, such as 
ZAngband and MAngband , and helped to popularise 
the Moria/Angband sub-genre of roguelikes. 



Angband allows for tilesets, as well as ASCII graphics. 


61 









































o 


I(D 
<D 70 

S 2- 

o c 

CD 3 

to 


Stuart Smith 
would go on 
to create the 
Adventure 
Construction 
Set in 1984, 
an influential 
toolset that 
allowed players 
to create their 
own CRPGs. 


Each of the 19 
characters has 
its own traits. 

Palaemon, 
Heracles' original 
name, begins by 
facing two snakes 
sent by Hera, 
while Odysseus is 
accompanied by 
his dog, Argus. 



S tuart Smith is a somewhat enigmatic figure from 
early CRPG history. His output was top-notch, 
reflecting his belief that creating mindless games 
without educational value was a pointless exercise, 
which may have led to his seemingly early and 
permanent exit from the game development world. 

His first game was Fracas (1980), an early RPG 
where up to eight players could explore a maze-like 
city, competing (or cooperating) to see who would 
complete self-imposed challenges first. A defining 
feature of Fracas and Smiths subsequent games is 
the autonomy that NPCs have: every single creature 
in the game is unique, and explores the maze just as 
you do, picking up items, fighting enemies from other 
factions and eventually even levelling up! 

The concept evolved with AH Baba and the Forty 
Thieves (1981), which gave players a more complex 
dungeon to explore, populated by 40 thieves, shops, 
NPCs like Aladdin and other unique creatures. Your 
goal here is to rescue Princess Buddir-al-Buddoor and, 
besides the obvious Arabian Nights influence, the game 
also took cues from Tolkien’s books and folk tales. 



<L=liTS 


Smith’s next game would be more coherent and, 
for many fans, remain his best. The Return of Heracles 
is so embedded in Greek mythology that it likely falls 
in the category of “edutainment”, but in the same way 
The Oregon Trail does - you virtually have no choice 
but to learn about myriad (mostly-accurate) aspects 
of Ancient Greek myths, legends, and culture. 

There is a relatively shocking degree of non¬ 
linearity in the game, as you can choose everything 
from which Greek hero to play (Perseus, Hippolyta, 
Jason, Achilles, Odysseus, etc.), how many characters 
you’ll control (anywhere from one to all 19 of them) 
and whether you’ll spend your time trying to avoid 
combat or killing every character you meet. 

Some combat is unavoidable, as the purpose of 
the game - completing the Twelve Labours of Heracles 
- does necessitate fights such as the traditional slaying 
of the Hydra and the Nemean Lion. But you are free 
to try to duck and weave your way around the vast 
majority of characters, and there are even wholly 
optional areas in the game. 

The learning aspect should definitely be 
emphasised; charming vignettes explain various myths 
and historical information, and characters come to life 
even with the hardware limitations of the time. My 
childhood memories of the tragic figure of Endymion 
(in myth and, usually, in-game) stayed with me my 
whole life, and my son’s middle name is Endymion 
almost entirely because of the experiences I had here. 

The switching between the over world maps of 
Greece and the “interior” maps is fairly innovative for 
the time, and someone with a passing knowledge of 
Greek geography and mythology could likely guess 
where to go for various quests (to some degree) 
without having to stumble randomly through the 
game’s sizeable world or consult the Oracle of Delphi. 


62 


































































































































































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Each hero has its own stats, which can be improved by 
training, acquiring new equipment or earning blessings. 



Knowledge of Greek myths is vital to avoid certain deaths, 
such as being cursed and then devoured by Actaeon's dogs. 


r 




DsINS IT IN 57 TURNS EARNS 
A BOHUS OF 14?. LOSING No 
RLA/ERS E ARMS 2<W POINTS. 
ycUR <URRE NT S<oRE IS 5*2*. 

A FINS <LcAK 
IS yoim RELARD. 11 


The score system greatly increases the game's replayability, 
with players still competing for high scores and speedruns. 


n 

n 

iixlx t 

IT rtixiS 

in 

■3 

IT 

T 

TT 

1 








PELOPONNESUS IHB I I I 

t attack 
-* KMoL THYSELF 

_4 PE FE NR_ 


For all its complexity, the game is extremely easy to play. 
All you need are the four arrow keys, Space and Enter. 


But make no mistake, the role-playing adventure 
aspects of the game are fabulous for the era as well. 
The time limit of 200 turns per quest keeps the game 
fast and intense, while random elements like roaming 
NPCs and the whim of the gods (climbing Olympus 
might earn you either a gift or a curse) keeps every 
playthrough fresh. There is a solid economy which 
enforces tough choices as the monetary resources are 
(mostly) finite. Thus, the more characters you have, 
the more difficult it becomes to properly equip them. 

Minimal-character “speedruns” are evidently 
popular within the retro community but, if you do 
choose to take the full panoply of characters, then it can 
be heartbreaking when your nearly-naked characters 
succumb to the hordes in the Trojan War segment. 

Compared to todays 100-hour RPGs, its amazing 
how The Return of Heracles throws virtually the entire 
“greatest hits” of Greek mythology at you rapid-fire, 
one screen after another. Certainly any game where 
you can obtain the Golden Fleece, triumphantly 
board the Trojan Horse, and climb Mount Olympus 
in the span of a few minutes does not lack in action. 


Speaking to other aspects of immersion, the 
relatively minimal amount of sound in the game is 
implemented so well that it remains striking even 
today. There are ambient sounds of crashing waves 
in maritime scenes, sounds of gates opening and 
closing, and distinctive tones indicating the amount 
of damage done by an attack - from a barely-audible 
glancing blow, to a bass-heavy deathblow dirge. The 
musical score is easy to call masterful for the time, 
as the few songs are all excellently memorable and 
thematically appropriate. 

Overall, The Return of Heracles stands out for 
the sheer amount of entertainment stuffed into it, 
particularly given its age. The only real competition 
in 1983 were the third releases from Wizardry and 
Ultima. But Wizardry was never meant to be a similar 
sort of game, and it would be another two years before 
Lord British refined his own technique and released a 
CRPG with the kind of narrative depth and resonance 
that Stuart Smith had already mastered - although 
Smith did have the advantage of using stories that had 
already been honed for thousands of years. QX 


63 















































































Ultima SC 



Those who wish 
to play Exodus 
can try the 
MS-DOS version 
with the Ultima 
3 Upgrade mod. 

which adds 
VGA graphics, 
MIDI sound and 
many other cool 
improvements. 


You start Exodus 
by creating four 
characters for 
your party. It's 
the only Ultima 
to allow this, and 
the last one to 
feature fantasy 
races like Elves 
and Bobbits. 


U ltima III is an important departure from its 
predecessors, allowing players to control a 
party of adventurers for the first time in the 
series. The enemy you face is also one of the strang¬ 
est in gaming history: the half-demon, half-machine 
offspring of Mondain and Minax called Exodus. 

This creature threatens Sosaria, requiring you to 
return to the setting of Ultima I, though my advice to 
you is not to get too attached to the place. 

One of the reasons Richard Garriott has a great 
reputation as a programmer is due to how well he 
handled technical improvements from game to game. 
While the Wizardry series saw small incremental 
changes through the first five games of the series, the 
transition from Akalabeth , Ultima I , Ultima II, and 
then Ultima III is startling, especially knowing that 
each of these games was coded by the same person. 

Once more, the geographic area was expanded 
from the previous game. In sound, the game made 
another impressive jump with more rhythmic tunes 
that changed depending on the party’s game location, 
which strongly pushed the mood. 



In the previous two games, combat was simply 
a matter of attacking a foe standing in front of you, 
but Ultima III moves all battles to a separate, tactical 
combat map. Now you must carefully consider the 
position and movement of all your characters, greatly 
expanding your options in combat. On top of this, 
the game also adds new character races, classes and 
different spell groups for Wizards and Clerics. 

Outside combat, the game is also much tighter. 
The space battles and most sci-fi elements of Ultima 
I and II were removed, and talking to NPCs is more 
important now, as conversation trees were added. The 
game also packs a twist, with a final encounter that 
requires more puzzle-solving than combat. 

Although a cloth map was once again included 
with the game box, a new continent that could be 
found off the map was made available, adding a sense 
of wonder. The same could be said for a secret spell 
that was not included in the manual and required 
puzzle-solving and exploration to discover. The time 
gates of Ultima II were back, now officially called 
Moongates, and would allow travel dependent on 
phases of the planets twin moons. 

Garriott felt that allowing the character to be able 
to interact with his or her surroundings was vital to the 
CRPG experience, so he sought to improve upon the 
things that one could do. Players could pick up more 
objects and manipulate them on the screen, allowing 
for further puzzle design and problem-solving. 

Of course, all of these improvements would be 
the result of brand-new programming code. Garriott 
had left Sierra On-Line after Ultima II was published, 
claiming that they stopped paying him his royalties, 
and started his own game company - Origin Systems. 
If his fledgling creation was to survive, then Ultima III 
would have to be a hit. 


64 













''Once I published Ultima III 
suddenly a large number of people 
wrote to the company, and I began 
to see exactly what people thought 
of the game. They would often 
describe how they would play the 
game. As I quickly realised, people 
were playing completely differently 
than I thought - they were min- 
maxing for power, versus role- 
playing as the hero. It was really 
eye-opening/' 


- Richard Garriott, 
Ultima Ill's creator 



While obscure 
CRPG Tunnels 
of Doom (1982) 
pioneered the 
tactical party- 
based and turn- 
based combat, 
it was Ultima III 
who popularised 
this feature. 


Luckily, his hard work and brand-new code was 
successful enough to sell over a hundred thousand 
copies of Exodus , resulting in Origins continued 
survival and the game receiving a Gold Award from 
the Software Publishers Association. 

A transition piece, Exodus' game design feels 
much closer to Ultima IV than Ultima II, but the game 
is narratively tied to its predecessors. This is the last 
well see of Sosaria, and the last well see of some of 
the character classes and races we were able to play in 
the previous games. Exodus ends with a cataclysmic 
event that will reshape the world into Britannia and 
destroy the social order of those that survive. 

Well still see some familiar locations in future 
games, such as Britain and Yew, but this is goodbye 
to places like Grey and Monitor. Remnants of Sosaria 
will be brought up in future games, but I cant help 
but wonder what the series would have been like if 
Garriott had kept them in his future games. 




Ultima III added a line-of-sight system, so walls, doors, 
forests and mountains all block how far you can see. 


Ultima III would have a deep, lasting influence, 
popularising tactical party- and turn-based combat 
among Western developers - which would later be 
expanded by Wizards Crown (1985), Pool of Radiance 
(1988) and many others. 

And it would also be a hit in Japan. The previous 
Ultima games were ported to Japanese computers, 
inspiring games like IPiOffl/Ci'IB ( Heart of Fantasy, 
1984), but Exodus was the first game of the series to 
be ported to Nintendo’s NES/Famicom consoles. This 
port, released a few months after Dragon Quest (1986) 
had redefined JRPGs, was the first Western RPG of 
many Japanese developers, as well as many console 
gamers across the world. 

While not as fun as some of the games that would 
come after, this is where the series really begins to kick 
off, and I would still recommend Ultima III to fans of 
old PC games and those that enjoy experiencing the 
origins of an important RPG series. DT 


Players who 
beat the game 
were told to 
send a letter to 
Origin reporting 
their deeds. 

In return, they 
would get a 
completion 
certificate, 
signed by Lord 
British himself. 
This tradition 
would continue 
up to Ultima 
VIII (1994). 



J IJ I kit. 

Dungeons now have solid colour walls, while encounters 
are more sparse and fought in the tactical combat view. 


65 





























Questron 
was SSI's first 
published RPG. 

It became a 
hit, surpassing 
all the strategy 
games the 
company was 
known for. 


Once you arrive 
at the Land of 
Evil, you'll be able 
to explore first- 
person dungeons. 
While most RPGs 
used straight 
wire-frames, 
Questron's 
dungeons are 
more cave-like. 


rflrisi 


DISMOUNT 

END 

PEED 
HOLD ITEM 
INVENTORY 
OPERATE 
PASS 
SPEAK 
NEAR 
XAMINE 


Strategic Simulations, Inc., 1984 
C64, Apple II and Atari 8-bit 



T he early years of CRPG history show a wide 
variety of game styles. They all look and 
play quite differently. It was a new frontier; 
people where still trying to figure out how an RPG 
should play on the computer. Some brought ideas 
from the PLATO RPGs, but most stories are about 
programmers who bought an Apple II and tried to 
make a game on it, using their favourite tabletop 
RPGs, books and movies as reference. 

Questron is different. It was born when Charles 
Dougherty played Ultima I and fell in love with it. He 
had never played an RPG before, but he was a skilled 
programmer, so he decided to see if he could make his 
own game - based on the only RPG he knew. 

When the game was done, he sent it to publishers, 
hoping for a deal. Broderbund began displaying the 
game at conventions, and in one of those Richard 
Garriott happened to pass by and complained about 
how similar the game was to Ultima. Broderbund gave 
up on publishing it, but Strategic Simulations Inc. 
(SSI) wanted to get into the CRPG market and decided 
to strike a deal with Garriott. 



am 
/ ' 


JU 

y 

} l 

H.P, 15103 

FOOD 1852 

GOLD 

TIME 

29945 

1072 


And so, after a few changes, Questron was released 
in 1984, featuring a disclaimer: “Game structure and 
style used under licence of Richard Garriott”. 

It sounds a bit mean today, considering how often 
popular titles are copied, and that the following years 
saw dozens of RPGs heavily inspired by Ultima, like 
Shards of Spring, 2400 A.D., Magic Candle, Deathlord, 
Dragon Quest, Exile, etc. But Questron was the first, 
and it’s indeed extremely similar to Ultima I and II. 

There’s no character creation, you simply type a 
name and spawn on the game’s massive open world. 
Your first goal is to gather gold and grow stronger, 
buying weapons and armour in the various towns, 
and visiting cathedrals to increase your HP. 

Questron has no XP system; to improve your 
stats you must pay to play mini-games, e.g. skeet- 
shooting will slowly increase your Dexterity. While 
quite original, this means that fighting monsters is 
mostly pointless - it wields little gold, no XP and will 
drain your HP. You’re better off gambling in town, 
playing blackjack or roulette. Not very heroic. 

Once you’re rich and powerful enough, the king 
will summon you. You’ll be tasked with travelling to the 
Land of Evil, where you must defeat the evil wizard. 
This new land is another large continent, but it features 
more dangerous enemies, a few first-person dungeons 
and a giant eagle you can mount to fly around. 

While the j ourney has few innovations, Questron s 
ending was revolutionary. Today we expect extensive 
cutscenes that will bring closure to our adventures, 
but, back in the day, games would just say “You Won!” 
and shut down. Questron was the first CRPG - and 
possibly the first video game - that rewarded you with 
a long animated victory ceremony, with trumpeters 
announcing your arrival, the king appointing you 
Baron and even some sequel-teasing. 


66 































''One of my regrets was never 
calling Richard [Garriott] to talk 
about it [the similarities with 
Ultimo]. But, bear in mind he was 
a big name, I was a nobody living 
disconnected in the Midwest, and 
Br0derbund and SSI were telling me 
that he was pissed. I had no idea 
what to say to him." 

- Chuck Dougherty, 
Questron's co-creotor 



raai 


FIGHT 
GAMESPEED 
HOLD ITEM 
INVENTORY 
KILL SELF 
OPERATE 
PASS 
ROB 


Mk 

UACATE 

.EAR 

XAMIHE 


H.P. 68 
FOOD 43 

GOLD 123 k__ 

TIME 51 

BEFORE I WAS LOCKED UP I HEARD 
WRITE DOWN EVERYTHING YOU HEAR 


ENTER COMMAND: 


A town with four 
shops, a casino 
and a jail. I bribed 
the guard to let 
me speak with 
the prisoner, 
who is giving 
me some hints. 
Like Ultimo, the 
shop's inventory 
is time-based, 
with new items 
being available 
overtime. 


Questron became a best-selling hit, so Charles and 
his twin brother, John, founded Quest Software and 
made their second game, Legacy of the Ancients (1987). 
It features an updated engine, with large towns, better 
graphics and an item durability system, but follows a 
very similar formula to Questron , where you must earn 
gold by gambling or fighting and then raise your stats 
in mini-games until you can defeat the evil bad guy. 

However, Legacy had a unique hook: you start 
the game inside a Galatic Museum, where the exhibits 
are magical - they may teleport you to a city or secret 
dungeon, or grant an item or stat boost. To interact with 
them you need special coins, which must be found by 
exploring. The game still doesn’t use XP; instead you 
must do quests for the museums caretaker, who will 
grant you levels and unlock new areas of the museum. 

After releasing Legacy under Electronic Arts, 
the brothers partnered again with SSI, who assigned 
Westwood Studios to help them create Questron II. 


Released in 1988, Questron II had fancy new 
graphics, but was practically a remake of Questron I - 
the same single-character RPG based around getting 
gold to buy gear and raise stats. Lacking the novelty of 
Legacy s Galactic Museum and with a primitive style 
of gameplay, it had little to offer next to big 1988 titles 
like Wasteland , Ultima V and Pool of Radiance. 

The brothers still made one more game in 1988, 
The Legend of Blacksilver. It mixes the best of Questron 
and Legacy in a polished package, but it’s ultimately 
more of the same. Furthermore, its publisher, Epyx, 
went bankrupt and failed to properly promote the game, 
so the twins decided to retire from game development. 

It’s an interesting story. Neither Charles nor 
John had any previous experience with RPGs - they 
simply loved Ultima and decided to make games like 
it. This led to several iterations of the same concept, 
but unfortunately it all fell apart when they failed to 
move on as times changed. FE 




Legacy of the Ancients features an iconic Galactic Museum, Questron II's graphics were improved, but the gameplay felt 

where you can use exhibitions as gates to faraway lands. simplistic next to games like Ultima V and Wasteland. 


67 
























1985-1989 

Here come 

the new challengers 


After the crash of 1983, video game consoles had become a dirty 
word in the US - neither retailers nor parents were willing to spend 
money on one. But where people saw a dead fad, SEGA and Nintendo 
saw an opportunity to cross the seas and conquer a new market. 

Nintendo’s solution was to sell their Famicom console not as a video 
game console, but as a toy - a “Nintendo Entertainment System” (aka NES), 
bundled with a Zapper Light Gun and ROB, a plastic robot that would assist 
players in some games (and was quickly abandoned after release). 

Still, Nintendo’s masterstroke was the “Nintendo Seal of Quality”, 
the company’s answer to the countless bad, buggy and sometimes even 
obscene “shovelware” games that flooded the market. Now Nintendo 
guaranteed the quality of each game they published, and a lockout chip 
prevented other companies from releasing unlicensed NES games. This 
would reshape the console industry and become the new norm, with 
developers now being forced to sign deals with console companies. 

These tactics, together with a library of titles like Super Mario Bros , 
The Legend ofZelda , Metroid , Castlevania, Mega Man and Final Fantasy 
made the NES a cultural phenomena, resurrecting game consoles. 

Meanwhile, computers were also facing a change of guard. A new 
generation of personal computers arrived, led by the Commodore Amiga 
and the Atari ST. They brought in massive improvements in performance, 
audio and graphics, but the outstanding revolution was the adoption of 
the mouse and Graphical User Interfaces. This allowed home computers 
to become more intuitive and accessible, as even a child could drag the 
mouse across the screen to click on objects and icons. 

While IBM PC-Compatibles remained the most popular platform, 
they also faced several changes. In 1985, Intel released its i386 processor 
and Compaq quickly incorporated it in its DeskPro 386, gaining market 
by producing an IBM clone more advanced than IBM’s own machines. 

IBM tried to recover its throne with the PS2 family in 1987. It was 
an innovative machine, with an all-new operational system (OS/2), new 
ports and a new VGA graphics card that allowed it to rival the Amiga 
and ST. However, IBM doomed itself by trying to enforce a proprietary 
architecture in order to regain control over the clones. Simply put, IBM’s 
new machine wasn’t IBM PC-Compatible. It faced severe backlash 
and only further increased the dominance of clones, who managed to 
replicate its features without relying on IBM. 

Overall, the second half of the 80s brought in a wave of innovation 
that revitalised the whole industry, setting the foundations for the 
creative explosion that would follow in the 90s. 






Trends: 


Graphical User Interface: People often mistakingly believe that before Windows 95 
the only operating system computers had were black DOS screens, but the Xerox Alto, 
created in 1973, already had a mouse and a graphical operating system. The Apple Lisa 
popularised the concept in 1983 and soon every big company followed suit. The Amiga, 
Atari ST and Macintosh all had their own graphical operating systems with mouse support, 
while IBM-PCs could use OS/2 , GEOS, GEM or Microsoft’s newly released Windows . 



Apple's Lisa already 
had its own graphical 
interface in 1983, 
with mouse support, 
multiple windows 
and drag-down 
menus. 


Graphic Modes: One of the most noticeable advances of the new generation of 
computers were the graphics. Previously most computers could only handle up to 16 
colours, but now 64 colours became the standard - and special modes like the Amiga’s HAM 
rendered up to 4096 colors at once. IBM PC-Compatibles relied on CGA cards, which 
allowed only 4 colours. In 1984, EGA cards raised that to 16 colours, and in 1987 the VGA 
cards pushed it to 256 colours, finally standing up to the Amiga, Apple IIGS and Atari ST. 



An image 
created on 
Amiga's Photon 
Paint, using the 
machine's 4096 
colours at once. 


Sound Cards: Early computers could produce nothing but a few “beeps” as sound. 
Dedicated Sound Cards were first created as tools for professional musicians, with later 
machines like the Amiga and Atari ST offering built-in audio chips. IBM-PCs were left 
behind until 1987, when the AdLib sound card arrived, followed by the Sound Blaster, 
the Roland MT-32 sound module and many others. Sound Cards would be a competitive 
business until the mid 90s, when they began to be replaced by built-in audio chips. 



King's Quest IV 
was released in 
1988 and was 
the first game to 
support IBM PC 
sound cards. 



The Commodore Amiga 

family begins with the Amiga 
1000, an accessible home 
computer with cutting edge 
CPU, graphics and sound. 

The Nintendo Entertainment 
System arrives in the US. 

A cultural phenomena, it 
reignited game consoles and 
sold over 60 million units. 

The Apple IIGS is released. 
Apples answer to the Amiga 
and Atari ST, it was cheaper 
and ran Apple II software, 
but was slow and outdated. 

SimCity is released. 

Selling over one million copies, 
it expanded the horizon of 
video games beyond combat 
and epic adventures. 

The Genesis / Mega Drive 

is released. SEGAs biggest 
success and the eternal rival 
to the Super Nintendo, it sold 
over 30 million units. 

_ 

1985 

| 1986 | 

1987 

1 1988 

1989 



The Atari ST family is 
launched. A cheaper 
alternative to the Amiga, it 
was also the first computer 
with a coloured GUI. Its built- 
in MIDI ports made it very 
popular with musicians. 



SEGAs Master System arrives in 
the West. While technologically 
superior to the NES, it suffered 
from a smaller game library. It 
sold over 10 million units at the 
time, being very successful in 
Europe and Brazil. 



Dragon Quest is released 
in Japan for the Famicom. 
Blending Wizardry with 
Ultima and Akira Toriyamas 
unique art style, it defined 
JRPGs and sold over 
2 million copies. 



The IBM PS/2 was IBM’s 
attempt to regain control 
of the PC clones market. 
Although it did introduce 
several innovations, it was 
heavily criticised for its 
closed architecture. 



* •• 


The Game Boy is released. 
While it faced competition 
from handhelds like the Atari 
Lynx and SEGA Game Gear, 
its low price and excellent 
games made it the victor, 
selling over 118 million units. 



69 






































p:> 


O N 



to 


While SSI had 
published 
RPGs before. 
Wizard's Crown 
was the first 
one created by 
their internal 
team, a group 
of wargaming 
veterans led 
by Paul Murray 
and Keith Brors, 
who would also 
create the Gold 
Box series later. 


The city offers 
some shops and 
taverns, but most 
of your time will 
be spent in the 
ruins next to it, 
trying to find new 
locations and 
fighting random 
encounters. 



W izards Crown is a turn-based, tactical 
CRPG created by my favourite gaming 
company of all time, SSL The backstory 
is simplistic, involving a ravaged land, crazed wizard 
evil guy, and a McGuffin held by said wizard. The 
player puts a team of eight heroes together, has them 
explore their surroundings, and eventually gathers 
enough skill and special equipment to kill the evil 
wizard and take his crown back home. 

The game features five classes - Warrior, Thief, 
Priest, Ranger and Sorcerer, but character creation 
is done through a point-buy system, allowing you 
to customise a characters stats and skills. Thus, you 
can create a powerful pure warrior who excels as a 
sword and shield fighter, but the system also allows 
for multi-class characters, such as a lightly armoured 
Ranger/Priest with some points in healing in order to 
complement the party’s dedicated Priest. 

Characters never level up, but instead earn more 
skill points, which can be used to improve how well 
they use a particular sort of weapon, block with a 
shield, identify items, cast spells, etc. 



The entire game takes place in a very limited 
area, consisting only of a crime-ridden half of a city, 
bandit-filled woods north of the city, and the ruined 
remnants of the second half of the city to the south. 

Over world movement is done from a 2D top- 
down perspective through a map of grid squares, 
though the party can enter certain structures and 
shops. When the party enters a building or dungeon 
that requires exploration, it is brought into another 
map. Non-combat skills become important, as there 
are often locked doors and secrets to discover. 

Similarly, when the party encounters enemies 
the game goes to a combat map, complete with walls 
and furniture that affect movement and line of fire. 

Combat is really where this game shines. Here 
you can see the sort of design choices that would later 
come into play in the famous Gold Box series, which 
SSI began in 1988 with Pool of Radiance. 

You start battles by positioning your heroes, and 
the direction a combatant faces is important, with 
better defensive values against frontal attacks, while 
attacks from behind are more devastating. 

Once combat begins, there’s an outstanding 
number of actions available. Characters can go prone 
or zig-zag to avoid arrows, sacrifice defence for a more 
reckless attack, spend an entire turn aiming their bow, 
break shields with axes, guard against approaching 
enemies, hide, etc. Besides hit points there’s also a 
detailed injury system, and unconscious companions 
can die by bleeding out unless one of your characters 
stabilises them. Furthermore, if a battle takes too long, 
morale starts to drop, making it harder. 

Wizards Crown is by far the most tactical RPG of 
its time - battles are an elegant dance, with forward lines 
of soldiers protecting allied archers and spellcasters, 
while supporting healers running in between. 


70 












DUKE OF BLACKWOOD 



CLOSE COMBAT 

13 

HAGGLING 

59 

SWORD 

11 

TREAT POISON 

34 

AXE 

5 

TREAT DISEASE 

54 

SPEAR 

3 

TURN UNDEAD 

16 

MACE 

12 

ALCHEMY 

19 

FLAIL 

12 

LUCK 

10 

BOW 

11 

READ ANCIENT 

52 

CROSSBOW 

7 

EUALUATE MAGIC 

63 

SHIELD 

3 

CAST SPELL 

49 

AWARENESS 

30 

KARMA 

0 

SCAN 

65 

MAXIMUM POWER 

0 

SWIMMING 

7 

EXPERIENCE 

£6 

STEALTH 

7 



HUNT 

13 



TRACK 

37 



FIRST AID 

45 



SEARCH 

61 



DISARM TRAP 

9 



PICKLOCK 

4 



PRESS ANY KEY 

TO CONTINUE. 



Character creation offers a great amount of options, and you 
also get to pick icons to represent each hero in battle. 


CURRENT PARTY MEMBERS 

10/0 DAY 

ID NAME 

STATUS 

A > LORD MILES OF ESLAKE 

OK 

B> SIR COL OF WESTMARCH 
C> SIR FREDERICK 

0 > "BATTLEAXE" HAROLD 

OK 

POISONED 

OK 

E > LIGHTF00T 

POISONED 

G > FATHER JOHN 

OK 

H) SOUL WIND 

OK 

< P ) R A Y FOR HEALING 
<H >EAL A CHARACTER 
COHECK A CHARACTER 
(U)IEW CAPTURED ITEMS 
(U)NPOISOH A CHARACTER 
( S ) H0W PARTY HEALTH 


(M )QUE MONEY AROUND 
CT>ELL THE MINSTEREL OF 

YOUR DEEDS 

ECX )IT CAMP 



After battles you must carefully treat your characters. 
Unconscious heroes will be left behind if you move on. 



Characters can be injured in several ways, and can go down 
unconscious even if they still have all their hit points. 



The Eternal Dagger added new features, like being able to talk, 
surrender or hide from enemies, but it was still tedious. 


However, if fighting long tactical battles against 
random hordes of enemies gets tiresome, Wizards 
Crown offers a novel “Quick Combat” option - the 
game does all the fighting, you just monitor your 
party status and order a quick retreat if needed. 

The downside is that the AI wont fight as well 
as a decent player - its especially inept with magic, 
leading to some costly victories. But the real issue is 
that if you skip combat, there isn’t much game left. 

The biggest problem with Wizards Crown comes 
from how limited the backdrop is. There simply isn’t 
enough territory to explore to justify the amount of 
hours it takes to beat the game. Once you clear out the 
beginning portion of the city there is nothing left to 
explore, but the northern woods and southern ruins 
have enemies too tough for you to defeat. 

So you will spend a large amount of time 
running through places you’ve already cleared, trying 
to attract wandering monsters for a few earned skill 
points and items to sell. Wizards Crown requires 
ridiculous hours of grinding so you can eventually 
improve your characters enough to move on. 


The sequel, The Eternal Dagger (1987), tried to 
fix this by introducing a larger world map, with varied 
terrain types and even adding puzzles. Sadly, it also 
added a new fatigue system, more micro-managing and 
longer travelling times, demanding even more patience 
from players. More complicated than complex, it was a 
step back from its predecessor. 

I really can’t recommend Wizards Crown to new 
audiences, especially when the Gold Box games took 
much of what was good here and made for a much 
better experience. Still, Wizards Crown will always 
have a special place in my heart. 

When I was a tween, my father purchased 
an Atari PC version of the game for me, though I 
was unable to get far in it back then. In 2015, I was 
watching over my dying father during many long days 
alongside his bed. I showed the Wizards Crown end 
screen to him when I beat the game and asked if he 
remembered buying the game for me and he gave me 
a warm smile. He was dead a handful of days later. 

So although I can’t recommend it to others, I have 
no regrets over my time with it. Thanks again, Dad. DT 


71 



















(D 

UD 

QJ 



to 


QJ 

n> 


Eight novels 
were written 
around the 
Bard's Tale lore, 
by famous 
authors such 
as Mercedes 
Lackey, Josepha 
Sherman 
and Michael 
Stackpole (who 
also helped 
to design The 
Bard's Tale III). 


The original 
Apple II release may 
look simple today 
but the smooth 
animations were 
revolutionary 
next to Wizardry's 
crude wire-frame 
corridors. 



D esigned in the halcyon days of computer 
role-playing games, where using graph 
paper to map out every explorable space 
was practically the norm, the irrepressible Bards Tale 
trilogy is a deeply treasured series of games developed 
by Interplay through the mid to late 80s. 

Highly inspired by its older brother, Wizardry , 
Bards Tale helped push the party-based dungeon 
crawler forward with its emphasis on tactical turn- 
based combat, deviously creative and eminently 
memorable dungeon design, sheer atmospheric 
writing, monster sprite animations and its deeply 
unique magic system, requiring the player use four 
letter code words. (ARFI, MAMA, NUKE anyone?) 

Michael Cranfords ambition came in the form 
of a windowed first-person perspective which moves 
with a pseudo-3D effect as the textures change, 
creating an immersing sense of truly moving through 
a virtual world. The players characters 1-6 were listed 
below, with a slot available for summoned creatures or 
NPCs who may occasionally join your intrepid group. 

Arguably one of Bards Tales greatest pleasures 
lies in the party creation: making a diverse range 



of characters to explore Skara Brae and meet 
its challenges. The rich party design gives these 
games a fantastic longevity and I can vividly recall 
experimenting with many combinations of Paladins, 
Warriors, Hunters, Bards, Rogues and the spell¬ 
casting classes, seeking that “perfect” party balance. 

A distinctive aspect to the Bards Tale character 
system is the array of magic classes at the disposal of 
the player. In addition to the classic Bard class, who 
can weave a limited number of magical songs in 
and out of combat to influence proceedings before 
requiring a stiff drink, the player can also take 
advantage of the tiered magical class system. Whilst 
Magicians and Conjurers are the only two spell-casting 
classes initially available in character creation, after 
some levelling, players can choose to change the 
classes of their spellcasters to Sorcerer (Illusions) and 
Wizard (Summoning), adding depth to combat. 

During the early phases of the game, Bards Tale 
is an intensely demanding experience as players have 
to familiarise themselves with Skara Brae’s important 
locations relatively quickly, else suffer the wrath of one 
of the many random encounters which could easily 
send low-level characters to their collective doom. 
The incredible sense of danger one has when simply 
making one’s way to Garth’s Shoppe, exploring a new 
dungeon for the first time, or the sense of dread when 
making one’s way back to the stairs with low magic 
points to the sanctuary of the Adventurer’s Guild 
and the safety of a well-saved game, are memorable 
highlights of this wonderful trilogy. 

Thus, a slow careful approach in nurturing and 
managing one’s characters in the beginning pays off as 
the group progressively becomes stronger and moves 
with greater assurance through the wintery streets 
and dungeons: to finally face Mangar himself! 


72 




















































"I had a vision for abandoning 
Wizardry's wire-frame corridors and 
introducing framed animation of 
textured walls that moved toward 
you (a pseudo-3D effect). I wanted 
a world that looked more real than 
Wizardry's. That was my primary 
design departure. I also wanted 
more magic involved in the game; 
hack and slash wasn't as interesting 
to me/' 

- Michael Cranford, 
The Bard's Tale creator 


ZEE 



MERTIN 

Race: Haif-Elf 

Class: Conjupep 
St: 13 IQ; 15 
Dx: 16 Cn: 14 
Lk: 12 HP: 9 

Lvl: 1 SpPt: 11 
Expei*: 0 

Gold: 169 

(POOL GOLD) 
(TRADE GOLD) 
(CONTINUE) 


Chai»acter Nane AC Hits Cnd SpPt Cl 


CONAN 

SHADOW 

DANCER 

SNARE 

MERTIN 

BLACK 


10 

9 

18 

7 

9 

9 



8 Ua 
6 Mo 
0 Ba 
0 Ro 
11 Co 
11 Ma 


X 

X 

X 

X 

X 

X 

X 

X 

X 

X 

X 

X 

X 

X 


Later ports of the 
game, such as the 
Amiga version 
released just one 
year after the 
Apple II version, 
vastly improved 
the graphics. 


Released a year later, Bard’s Tale II: The Destiny 
Knight , saw a much larger game world with six cities 
and large outdoor areas, plus more save-game chances. 
Players could transfer their parties from Bards Tale I 
or Ultima III , use the services of banks, gamble in 
casinos and take advantage of ranged combat. 

Also new is a starter dungeon to assist players 
in getting up to speed with their chosen characters, 
alleviating the first game’s entry barrier. As portrayed 
in the title screen animation, the main quest in the game 
was to reunite the seven pieces of the destiny wand 
and foil the plans of the evil Archmage, Lagoth Zanta. 

Ardent fans of the series will also recall the 
“Snares of Death” within the many challenging 
dungeons. These were real-time puzzles and often 
had a slightly esoteric element which befuddled and 
flummoxed gamers worldwide. I would argue that 
Bard’s Tale II is the most arduously challenging game 
of the trilogy - which is no small feat. 



The series is often criticised for the massive amount of 
random encounters, and it's quite self-aware about it. 


Michale Cranford left the company afterwards, 
but in 1988 The Bard’s Tale III: Thief of Fate brought 
an even wider scope to the series. You must traverse 
the dimensions and solve their individual quests to 
collect magical items and topple the mad god Tarjan. 

The addition of an auto-map feature and the 
ability to save one’s game anywhere added a layer 
to accessibility and convenience to the series. Due 
of the variety of locations, descriptive prose within 
dungeons and overall story, the third game remains 
my favourite and closest to my heart. 

Personally, I found much delight in the writing as 
it’s richly atmospheric and yields many poetic moments 
- from the articulate to the poignantly romantic and 
even tragic. I fondly recall using some of the riddles 
from the game in AD&D sessions with friends! 

May ye all live to see why the thief was so fateful! 
Raise a tankard to the great Bard’s Tale\ Huzzah! RB 



The series received a faithful remaster in 2018, featuring 
redrawn graphics, bug fixes and a new automap system. 


Interplay lost the 
Bard's Tale name 
to its publisher. 
Electronic Arts, 
so the fourth 
game in the 
series had to be 
transformed into 
Dragon Wars 
(1989). Many 
failed attempts 
to make Bard's 
Tale IV followed 
until 2018, when 
Brian Fargo's 
inXile released 
a crowd-funded 
sequel to the 
original games. 


73 










































In 1999, Philip 
Price and Gary 
Gilberson teamed 
up again to create 
an MMO called 
Alternate Reality 
Online, but the 
project was 
cancelled due to 
lack of funds. 


The character 
creation screen, 
where your 
stats and wealth 
are rolled. The 
graphics were 
quite impressive 
for the time. 


C reated by Philip Price, Alternate Reality was 
originally planned as an ambitious series 
of seven scenarios - City, Dungeon, Arena, 
Palace, Wilderness, Revelation and Destiny. The City 
would be patched by subsequent scenarios, creating 
a huge, seamless adventure. Sadly only the first two - 
The City and The Dungeon - were ever released. 

Kidnapped by an alien spaceship, you find 
yourself dropped into the hostile city of Xebecs 
Demise, fighting against the elements and a wide 
variety of inhabitants from thieves, robbers and no¬ 
blemen to fantastical creatures of the night, as well as 
trying to understand why you were abducted. 

As you step through the doorway of the spaceship 
the spinning numbers above your head will roll your 
initial statistics within the world of Alternate Reality. 
As well as the traditional Strength, Stamina, Skill, 
Charisma, Wisdom and Intelligence, the game featured 
a number of additional statistics about the character, 
such as hunger, drunkenness and exhaustion, which 
remain hidden from the players. Even 30 years later 
there’s still discussion about the impact stats have on 
events and certain types of encounters. 



You explore a large city (64x64 squares) through 
a small first person window in the centre of the screen, 
using either keyboard or joystick. Unlike Wizardry 
and Bards Tale, which used relatively simple 3D views 
which “jumped” as you moved to each map square, 
Alternate Reality provided full-colour textured walls 
which scrolled smoothly by as your character moved 
from one map square to another. 

Combine that with other graphical effects such 
as numerous sprite animations, day-and-night cycle, 
rain and flashes of lightning and you have a game 
which was graphically and aurally way ahead of its 
peers. It made use of the Atari 8-bit unique strengths 
to achieve some special effects, such as maximising 
the number of colours on-screen, that programmers 
found challenging to port to other computers later 
on. It’s elaborate opening sequence (almost 5 minutes 
long and with a theme song), movie-style credits and 
careful sync of sound and image were novel features 
which only became common many years later. 

The music by Gary Gilbertson is memorable and 
well employed. There’s a variety of songs for special 
locations and events - including a Game Over song - 
with lyrics appearing on-screen. During encounters, 
the type of music can be used to determine the nature 
of the encounter and how hostile it is likely to be. 

With the absence of any defined quests within 
The City , your goals are simply to develop a character 
with powerful stats, obtain high-quality equipment 
and amass sufficient wealth so that you may have a 
chance to survive in future scenarios. This is done 
through encountering the city’s inhabitants and 
defeating them in combat, though wealth can also 
be increased through the use of variable-rate bank 
accounts - although a higher interest rate also means 
there is a higher risk of you losing your money! 


74 






























































"Life is very short and one must try 
to do what one can that best serves 
man. It's too short to just sit back 
content and watch the world go by. 
One is obligated to find ways to help 
one another. I received much less 
money creating games than when I 
worked on the B-2 Stealth bomber, 
but the joy I brought to so many 
people with the games is priceless, 
completely without measure. Never 
underestimate the power of joy." 

- Philip Price, 
Alternate Reality's creator 



Alternate Reality 
features intense 
use of music. 
Some locations 
have unique 
songs, with lyrics 
that appear in 
sing-along style 
on the screen. 


After the release of The City , Phillip Price left 
due to issues with the games publisher. And so the 
sequel, Alternate Reality: The Dungeon, would arrive 
only in 1987, developed by Ken Jordan and Dan Pinal 
with some notes from Price and with Gary Gilbertson 
again providing a rich variety of music. 

The Dungeon is a solid dungeon crawler that can 
be played without The City and feels like a full game. 
It offers several quests found either through exploring 
or by visiting the Oracle, who will assign quests if a 
suitable offering is made. Through completing these 
quests the player learns a lot more about the nature 
of Alternate Reality s environment and his kidnappers. 

New features included a greatly expanded range 
of items such as scrolls, tarot cards, magical eyes, 
wands, as well as more unique locations across four 
dungeon levels, spell-casting and an interesting guild 
system where membership in one guild made you an 
instant enemy with a rival guild. 



Besides fighting, players can also try to Charm or Trick 
foes if their Charisma and Intelligence are high enough. 


Sadly, the series was never completed. A design 
document for The Arena was completed but coding 
never began. By that time 16-bit computers such as 
the Amiga, Atari ST and the IBM PC were the rule, 
and the market had moved away from all the 8-bit 
machines. The City would be ported to these new 
computers, now featuring vastly improved graphics, 
but the developers did not include the patch system 
Price had created, so the ports were unable to link 
with other scenarios. 

In the end, that didn’t matter, as The Dungeon 
never got a 16-bit port. Versions for the Amiga and 
IBM PC were about 70% complete when the games 
publisher, Datasoft, went out of business. 

Today players still brave the streets of Xebec’s 
Demise and the corridors of The Dungeon, trying to 
discover yet more secrets of the mysterious Alternate 
Reality and hoping that one day they will be able to 
finally bring their characters back to Earth. GS 



The Dungeon added a four-level maze to explore, with 
various new interactions, events, enemies and quests. 


Alternate 
Reality X is a 
modern, fan 
remake of 
the first two 
games, that 
allows you to 
freely move 
between 
The City and 
The Dungeon. 
It's currently 
in development, 
but you can 
try it at www. 
crpgdev.com 


75 





























In a 2013 
interview. 
Winston Wood 
revealed he 
was working 
on Phantasie V 
during his spare 
time. However, 
in 2014 the 
project was put 
on hold due 
lack of funding. 


The overworld 
map is quite simple, 
containing only 
cities, dungeons and 
inns. But it's full of 
enemies that can 
even take the party 
by surprise at night. 


A sk CRPG fans who Lord British is and chances 
are they’ll know - he’s Richard Garriott’s alter 
ego in the Ultima series. Ask them who Lord 
Wood is, and the answer is less certain. 

In the mid-80s, SSI released a three-game series, 
Phantasie (1985), Phantasie II (1986) and Phantasie 
III: The Wrath of Nikademus (1987), all created by 
Winston Douglas Wood. In the games, he’s known as 
Lord Wood, the noble leader of the forces of good and 
the adversary of the evil Nikademus. 

Phantasie' s original box touts the game as a “role- 
playing odyssey”, and this is a truly fitting description. 
For just as Odysseus wandered throughout ancient 
Greece on his journeys, the Phantasie series draws 
much of its inspiration from Greek mythology. The 
sorceror, Nikademus, is bent on conquering the world 
with the help of his patron, the dark god Pluto. Zeus 
cannot allow this to go unanswered and, like the 
myths of old, he finds mortals - a party of adventurers 
- to help his cause. The god also enlists the aid of Lord 
Wood and a wizard, Filmon the Sage, to guide and 
assist players throughout all three games. 



Throughout the games, your journeys are 
many and varied. Not only do players venture across 
medieval-fantasy lands, but they also visit different 
planes of existence. In fact, interdimensional travel is 
a crucial and exhilarating aspect of the series. Players 
travel to the Astral Plane, the Planes of Light and 
Darkness, and multiple layers of the Netherworld. 
These aren’t just dungeons to explore, but rather small 
overworlds, complete with towns and locations. Not 
only do players hear about the gods, but they also meet 
them, Zeus at Mt. Olympus and Pluto in his “smallest 
castle”, which is so vast it defies mortal comprehension. 

One of the most unique aspects of the series is 
the wide range of playable races available for players’ 
parties (15 in total). Not only can characters be 
humans, elves, dwarves or gnomes, but they also can 
be any number of D&D- inspired races, such as gnolls, 
ores, goblins, minotaurs, Lizardmen and sprites. 
Each race has its own graphical representation on 
the combat screen, which was quite advanced for 
the time. It’s also possible to transfer characters from 
game to game in the series. 

The flow of the games follows a pattern that has 
become quite familiar in console games and JRPGs. 
Players’ parties advance from town to town in the 
overworld, explore dungeons encountered along the 
way and gain more experience and better equipment 
in the process. The dungeons are displayed in a basic, 
mini-map-style view, but are embellished with text 
descriptions to bring them to life. 

The story is mainly told through scrolls found 
scattered across towns and dungeons. These scrolls do 
an excellent job of introducing players to the people, 
places and events that shape the world of Phantasie. 
Players also encounter many puzzles and personalities 
in the dungeons, such as Filmon and Lord Wood. 


76 



































The dungeons are a highlight. You'll encounter various 
skill checks, interactions and secrets while exploring. 


Upon defeat, your characters' souls are judged. They can 
be resurrected, destroyed or turned into undead. 




In combat, enemies organise themselves in rows, while 
your party remains on the bottom of the screen. 


File Options Speed 



Phantasie III offers improved graphics and locational 
damage - you can injure, break or even cut off limbs. 


However, few encounters are so benign, and 
combat is an ever-present reality in the Phantasie 
series. The battle system is phase-based with enemies 
organised in rows and closely resembles the early 
Final Fantasy games, which arrived several years 
later. This system is the same in the first two games, 
but it s improved with the addition of ranged weapons 
and the ability to hit different body locations in the 
third game. 

Not all battles are random though, and there 
are many unique encounters to experience in the 


games, such as a creature called J.R. Trolkin in the 
first game, an obvious homage to J.R.R. Tolkien. 
More memorable though are Pluto’s Minions from 
Phantasie II (1986), a collection of nine unique and 
challenging monsters whom Pluto keeps as pets. 

This all leads to a final confrontation with 
Nikademus in Phantasie III (1987). Though the series 
is mostly linear, players are presented with a choice 
before the final battle. Should they defeat Nikademus 
and be hailed as heroes by Zeus, or should they betray 
Lord Wood and side with Pluto? You decide. BS 


Japanese Games: 

The Phantasie series was localised in 
Japan by Star Craft Inc. Several changes 
were made, such as altering the art style 
and using a side-view combat screen. 
The games were a success, and in 1991 
Winston Wood travelled to Japan to 
develop Phantasie IV: Birth of Heroes, 
which remains unreleased in the West. 



The side-view 
battle interface 
of the Japanese 
Phontosie MSX 
port (left), and 
the Japan-only 
Phantasie IV 
(right). 


77 





















































An upgrade 
for the DOS 
version was 
made by fans. 
The Ultima IV 
Upgrade Patch 

fixes bugs, 
improves the 
graphics, the Ul 
and the music. 


I ts a very old game now, designed originally for 
8-bit systems with 64K RAM and CPUs running 
about 1 MHz. Regardless, the achievements of 
Ultima IV are astonishing. 

It begins with a novel method of character 
creation: the Gypsy woman and her quasi-Tarot cards. 
She presents several situations, each with a choice of 
two responses. There are no right or wrong answers. 

The reading is designed to gauge your mental 
outlook, your morals and ethics, and give you the 
profession closest to them. Each profession represents 
one of the eight virtues: Valour (Fighter), Honour 
(Paladin), Spirituality (Ranger), Humility (Shepherd), 
Honesty (Mage), Self-Sacrifice (Tinker), Compassion 
(Bard) and Justice (Druid). 

With many games, that’s as far as it would go. 
You’d have your mage or fighter or bard or whatever, 
and play on from there - killing monsters, collecting 
loot and saving the world. In Ultima IV, this is only 
the start of a long journey of the soul, a journey that 
depends on building character; on perfecting yourself 
in all eight virtues and becoming the Avatar. 


Moongates allow 
fast travel; ships 
can help get you to 
inaccessible places. 



No game, before or since, has had such an 
objective. All others have been concerned with making 
you a better warrior or spell-slinger, concentrating 
entirely on developing physical or magical prowess. 
Combat is the means to this, and it is easy to see why 
other CRPGs have so much. It’s the main way to get 
ahead; in some cases, the only way. 

You certainly have fighting in Ultima IV. It’s how 
you prove your Valour - but Valour is only one virtue. 
Developing those other seven depends upon how you 
react to and treat other people. 

There’s no backsliding here either. Each “eighth” 
(enlightenment in a virtue) is hard to earn and not 
permanent. The game watches every move you make. 
Start acting the wrong way, and you’ll be losing those 
eighths. Only a true Avatar can finish this game. 

There’s also Ultima IVs open design. You can go 
almost anywhere you want, any time you want; the 
game is very much not linear. There are many things 
to do, and quite a few objects to gather, but, for the 
most part, these can be done in any order. Eventually, 
of course, everything narrows down to the end game. 
Until that time, the player has a lot of discretion as to 
where to go and what to do. 

While combat isn’t the main focus of the game, 
there is plenty of it, and it’s turn-based. Opponents 
are carefully controlled, so you won’t, especially at 
the start, be overwhelmed. You can explore without 
worrying that a horde of ores will show up and wipe 
you out. Also, enemies will sometimes run away if 
they take too many casualties. 

You aren’t alone, either. Over time, you gather 
in seven members to your party. They represent the 
other seven virtues, and you will need every one of 
those people. Further, levelling is not a big item; eight 
is the maximum level you can reach. 


78 












































"The point is not whether you 
have strong enough muscles or 
big enough guns to win, the issue 
should be: What have you learned? 
What wisdom have you gained 
from the beginning through to the 
end that really means you're now 
the appropriate person to solve 
the problem?" 


- Richard Gorriott, 
Ultimo IV's project leader 



After 20 years thou hast found the 
slaver of thy best friends. The oil lain 
proves to be a nan nho provides the sole 
support for a youns sirl. Dost thou 
JD spare kin in CoHPassion for the sirl; 
or B) slay Kin in the nai-ie of Justice?^ 


Conversation has always been a staple of the 
Ultimas , even if it was very limited in previous 
games. An important aspect here is that people give 
you information because they like you, trust you, or 
respect you. This is trust or respect you earn by your 
actions during play. The closer you are to the ideal 
of Avatarhood, the more likely people are to tell you 
important things. 

There is none of the “quid pro quo” that infects 
so many games. You know: “So, you want the location 
of the +30 Sword of Instant Death? First, you must 
travel to the lair of the Dread Funny Bunnies, and 
bring back to me the Drum of Ages (batteries not 
included).” Nowhere in Ultima IV are you ever 
someone’s “gofer”. 

People don’t send you off to retrieve lost/stolen 
items as though you’re some sort of pet dog. Nor 
do they ask you to do any “favours”. Everything you 
learn, every item you obtain, is for your own use. 


There are no quests in the sense of doing a task to get 
a reward. What you must do is be (and remain) worthy. 


Perhaps the most iconoclastic part of Ultima IV 
is the ending. As a friend of mine put it, “It’s the only 
game where the goal is to read a book”. Not trashing 
Foozle, not saving the world (again), but penetrating 
to the depths of a dungeon to read the Codex of 
Ultimate Wisdom. There have been other games with 
nonviolent endings, but none so original as this. 

For all that, some of today’s gamers may find the 
game unplayable. The graphics are primitive. There is 
no log, no journal, no automap, no big loot drops, no 
hand-holding. Patience and extensive note-taking are 
crucial, because there is so much to learn. You’d better 
learn it all too; you’re tested throughout the final 
dungeon to ensure you really know what it means to 
be the Avatar. 

However, if you’re looking for a unique experience 
that doesn’t rely on hack-and-slash or endless “side 
jobs”, then Ultima IV is still one-of-a-kind, even after 
all these years. SC 


Ultima /\/introduced seven recruitable companions, 
who became important recurring characters in the series. 



Creating your 
character with 
the Gypsy's Tarot 
cards. Your choice 
is always the right 
one... for you. 


Created by fan 
Chris Hopkins, 
Ultima IV 
Part 2: Dude. 

where's mv 

Avatar? is a 
parody of the 
Ultima series. 
It takes place 
in the gap of 
time between 
Ultima IV and 
Ultima V. 


79 



























































> 

c 



Autoduel was 
created by 
Chuck Bueche 
and Richard 
Garriott, in 
one of his 
rare ventures 
outside of the 
Ultima series. 


There are 16 
cities you can 
travel to, either 
by taking a bus 
or by manually 
driving there 
(and surviving 
the trip). You 
can even visit 
Origin's HQ in 
Manchester. 


Building your 
own car is 
Autoduel's high 
point. There are 
many options 
and factors to 
consider, from 
weight, speed 
and cargo room 
to weapon 
and armour 
placement. 



D ystopian futures often feel like interesting 
RPG settings, but late 70s cinema delivered 
two cult classics that just begged to be played: 
Death Race 2000 and Mad Max. Steve Jackson artfully 
translated that drive into 1980 s Car Wars , a popular 
tabletop RPG all about building your own vehicle of 
destruction and driving it across post-apocalyptic US. 
Autoduel , born of a deal between Steve Jackson and 
Origin Systems, is its CRPG adaptation. 



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Although a licensed product, Autoduel features 
a massive difference: while Car Wars was turn-based, 
Origins team took some lessons from Midways 1983 
arcade hit Spy Hunter and made the game an arcade-y, 
top-down real-time driving game that requires fast 
reflexes and is best played with a joystick. 

True to its source material, Autoduel features an 
incredibly detailed car-building system. You’ll choose 
from various car types (compact, van, pickup, luxury, 
etc.) and equip it with your choice of chassis, armour, 
suspension, tyres, weapons and power plant. 

This is where the game shines. It’s a joy to build 
your own vehicles, creating a fast car that can outrun 
enemies and lay mines or buying a large power plant 
to use laser weapons. There’s also a robust locational 
damage system, as weapons, tyres, armour layers and 
even the driver have their own hit points. Get shot at 
a side that has no armour left and you’re likely dead. 

You can freely drive across the Northeastern US, 
hunting outlaws (and salvaging their cars), battling 
in arenas and taking delivery quests. It can get a bit 
repetitive after a while, but build enough prestige and 
you’ll unlock a final mission for the FBI. 

Unfortunately, Auto duel's top-down driving and 
combat aged badly. Yes, it was great for 1985, but lacks 
that visceral feedback we have in modern 3D driving 
games. However, its real flaw is the extreme difficulty. 
The combat is fairly challenging, but gets frustrating 
when paired with permadeath - if you die the game 
erases your save, forcing you to restart from scratch 
unless you have a very expensive clone of yourself. 

If you enjoy such high challenge (or don’t mind 
making manual backups of your save files), then be 
sure to take Autoduel for a ride. While there are many 
other vehicular combat games out there, very few can 
match the complexity of this classic. FE 


80 










































R ings of Zilfin is one of those early CRPGs that 
really makes you wonder how differently 
the genre could have evolved. The game is a 
unique mix of light RPG mechanics with Kings Quest- 
styled adventure and fast-paced arcade-like battles. 

The plot is the usual save-the-world fare, but 
its played with some twists. The world of Batiniq is 
threated by the evil Lord Dragos, who has one of the 
two legendary Rings of Zilfin. Your rather ambitious 
goal is to somehow get both rings for yourself and use 
them to destroy Dragos once and for all. 

The world is divided into a series of locations, 
such as villages, forests, mountains, dungeons and 
deserts. You must journey the land, collecting items, 
purchasing equipment, talking to NPCs in search of 
hints and battling the occasional enemy. 

Most of these foes are fought in the ground, in 
real time; you can slash them with your sword, cast 
spells or use the bow at point-blank range. However, 
some foes are flying creatures that must be shot down 
with the bow or with projectile spells - Space Invaders-style. 

Your endurance will go down with each hit you 
take, but you’ll also have to manage fatigue, which 
is necessary to perform actions such as attacking, 
casting spells or just travelling. Luckily, there are 
plenty of magical mushrooms and healers in Batiniq. 

However, while Zilfin has an interesting world, 
it bears a critical flaw. Instead of directly travelling 
from one area to another, you must always go through 
a long and repetitive side-scrolling journey, battling 
monsters, collecting food and resting. These journeys 
all look and play exactly the same, which gets boring 
really fast, especially when you must cross a large 
number of areas. You’ll eventually gain access to a 
teleport spell that speeds things up, but few players 
will still be playing by that point. 


It’s disappointing really, for the rest of the game 
is surprisingly smooth and well-crafted, even though 
it’s an easy game, clearly designed for beginners. It 
wouldn’t be far-fetched to consider Rings of Zilfin a 
lost precursor to the famous Quest for Glory series. 

The creator of Zilfin, Ali Atabek, would move on 
to develop The Magic Candle series in 1989, where a 
few of these concepts would get a second and much 
more enjoyable chance to shine. FE 



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Night Birds might 
appear during 
your travels. You 
must quickly 
shoot them 
down, in Space 
Invaders fashion, 
or they will call 
more monsters. 


Towns and 
villages provide 
healers and 
places such 
as shops and 
taverns. Talking 
to the NPCs 
will provide 
important clues 
to succeed in 
your quest. 


81 




















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* Might and 
Magic was 
a huge hit, 
earning several 
awards and 
being ported 
to multiple 
systems, 
including later 
remakes for 
the NES and 
the Japanese 
computers. 


Might and 
Magic's open- 
world structure 
was novel at 
the time, and a 
refreshing change 
from linear 
dungeon crawls. 



M ight and Magic - Book I is the first of a 
long series of party-based “blobber” RPGs 
initiated by John Van Caneghem, founder 
of New World Computing. It offered a new take on the 
sub-genre then dominated by Wizardry, with a large 
outdoor open world and a “real” turn-based combat 
system, as opposed to the popular phased one. 

In games like Wizardy and The Bards Tale all 
commands were issued in bulk at the beginning of 
the turn, then played out. Might and Magic made 
every command be executed immediately, both for 
the player and the enemies, allowing players the 
opportunity to instantly react to how events unfold. 

Preference for one or the other is a matter of 
taste, but this new way to handle a party in combat 
offered an interesting alternative. 

The open world brought a sense of liberty 
few games had dared offer until then. The map 
lured the player in with promise of discovery and 
developments, and that the promise the game does 
keep. Environments include forests, deserts, swamps, 
mountains, oceans and ethereal realms. 


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"EULARDS FINE FOODS" 


The world is a large patchwork of puzzles. Forest 
mazes are not designed to appear natural, but rather 
offer a challenge to access secret areas that reap higher 
rewards, including keys to unlock areas you may have 
run into previously but were unable to enter. 

The games artful use of impenetrable forest, 
mountain walls, portals and secret passages make 
many areas a challenge that needs to be revisited 
repeatedly before you can confidently draw that last 
square and complete your own map. 

Many will be shaken off by the necessity to 
draw the maps and keep notes. But these challenges 
to the players rigour will make stepping out of the 
comfort zone worth it. Every challenge brings its 
lot of satisfaction when it is overcome, and carefully 
building your own maps is no exception. 

The combat system, backed by dozens of tactical 
spells, is an experience in nail-biting suspense where 
one poor decision can often turn the tide against you 
and spell defeat. A good one can lead to a satisfying 
victory against apparently disastrous odds. Granted, 
not every battle offers these situations but they come 
around enough to make the game memorable. 

While there is, to some extent, a bit of level 
scaling (as encounters adapt to the strength of 
your party), it only goes so far. Roaming the world 
therefore leads to encounters that inevitably lead to an 
untimely death. Even within the same map, accessing 
a remote area might lead to scripted encounters that 
offer an unexpected level of resistance, keeping you 
on your toes. 

Another aspect that keeps you alert is the fact 
that the only way to save your progress is to return 
to the inn. This saves in a single slot, overwriting the 
previous entry, and can lead to intense frustration, 
but it also makes each battle more suspenseful. 


82 

















"The biggest challenge for me 
was being the designer/creator 
of the games and the CEO of the 
company. This dual role always 
created personal conflict. On one 
hand I wanted to make every 
game perfect, more features, 
better polish... and on the other I 
had to pay the bills. My ongoing 
compromise was: if I stayed 
profitable, I will always be able to 
make another game." 

- Jon Van Caneghem, 
Might and Magic's creator 



The high difficulty 
and the long play 
hours one can 
lose by dying 
makes retreating 
or surrendering 
very useful 
options. 


Then there is the world and story. Little regard 
is given to realism. You will run into an odd mix 
of magic and alien technology, and be attacked 
by unlikely parties where insect swarms, vampire 
bats and clerics can just as easily form an alliance 
against you as more typical formations of Ores and 
hippogriffs. This gives an out-of-this-world sense that 
adds to the experience without wrecking it as a less 
abstract title probably would. 

Might and Magic I is light on text, but it manages 
to form the foundation of a rich lore and a storyline 
that will be expanded upon with future titles. NPCs 
will offer quests that contribute to this, and mention 
is made of legendary characters in short bursts of text 
found in key locations throughout the world. 

All these intricate pieces and hard-won victories 
of this large world fall together toward a finale that 
opens the way to one of the longest series of role- 
playing adventures (ten titles!). 


The second of which, Might and Magic II: Gates 
to Another World (1988), largely offers more of the 
same. The combat system, for one, is quite similar, 
albeit with a new list of spells, new skills to acquire at 
higher levels, and running away is riskier. 

The levelling system evolves as well, offering 
many more levels but with less noticeable effects. 
There are two new classes (Ninja and Barbarian), non¬ 
combat skills that can be acquired while adventuring 
(path-finding, mountaineering, etc.), a rudimentary 
automapping feature (which requires the acquisition 
of a skill to be enabled) and much improved visuals. 

While the early Might and Magic games have a 
challenging (and sometimes frustrating) gameplay, 
the satisfaction in overcoming them is still something 
special that’s rarely rivalled. As an indie developer, 
they inspired me to undertake my own series, Swords 
and Sorcery , following on John Van Caneghem’s 
footsteps decades after these were published. CC 


SPOILER: 

Might and 
Magic II had 
a unusual and 
controversial 
ending: after 
the final battle 
you had to solve 
a cryptogram 
in under 15 
minutes or you 
would die. 


Mill 

+ A) 

■an 8M m 

ROUND 

tt3 

+ B) 

KOBOLD 



+ C) 

KOBQLD 

+ i 

+ 2 

+ D) 

KOBOLD 

+ 3 

44 




6 




(WOUNDED) 


,D DELAV 
P PROTECT 
Q nUICKREF 
UIEW CH 


HAHDICAP 
PARTV +5 


1J PEPE 

3) CRAG THE HACK 
51 ZEHQN III 


2) PALADA 
4) SIR GALAND 
65 SWIFTV SARG 


OPTIONS for: 'A' 

ATTACK CA1 

■S' 

SHOOT 

*F' 

FIGHT [41 



ZENON III 1 E 1 

EHCHANGE 

l U' 

USE 

4 R‘ 

RETREAT 

1 B * 

BLOCK 


Combat is text-only, but offers great tactical depth. Actions 
are performed one at a time, giving you time to react. 



The burly blacksnith Suendegard busily 
shapes a deadly sword in the forge. 

Do you care to see his work (y/n )? 


Might and Magic II introduced improved graphics, new 
character skills and an automap, but still plays similarly. 


83 























At a time 
when games 
were made by 
two or three 
people over 
6-12 months, 
it took a five- 
man team over 
three years 
to develop 
Starflight. 


The five races 
you can recruit 
all have very 
different skills, 
learning rates and 
durability. Your 
crew composition 
also affects your 
dealings with 
other races. 


S tarflight perfectly captures what made Star Trek 
so endearing: exploring, negotiating with alien 
races and life-and-death space battles. All set 
in an open-world pro cedur ally generated galaxy you 
could explore for hundreds of hours. Not bad for a 
game crammed in 64KB of memory. 

Planet Arth is in trouble. Deadly solar flares are 
occurring all over the galaxy, threatening to wipe out 
civilisation. Your task is to must find fuel for refugee 
ships leaving Arth, find colonisable planets for them, 
uncover ancient alien artefacts, and figure out why 
the solar flares are happening in the first place. All this 
is accomplished through scanning planets, exploring 
their surfaces and speaking with the star-faring aliens. 

The adventure begins at Interstel’s space 
port, where you walk your avatar through various 
departments preparing for your journey, in one of the 
first “walking menus” in games. There you can recruit 
up to six brave crewmen from five different races, such 
as a quick learning plant-based species and a highly 
skilled robot race. The robots are an interesting first 
choice, as it starts with high initial skills, but can never 
improve through training like the other races. 



You begin with a small budget to equip your ship 
and train your crew. These are tough initial choices. 
Should you add weapons and shields or train your 
Science Officer to scan planets accurately? There’s no 
hand-holding here: leave the star port without cargo 
pods and you have cut yourself off from much of the 
revenue-generating opportunities in the game. 

Once ready, you can open the ships galactic map. 
It’s awash in nebulae, worm holes, hundreds of stars 
and over 800 procedurally generated planets waiting 
to be explored, making one feel very small and alone 
in this sea of opportunity. Your only limitation is fuel. 

The ship is easily piloted by the cursor/numpad 
keys, no pesky Newtonian physics to deal with. Further 
actions are spread across your officers, in a simple and 
immersive UI - e.g. to heal a crew member, select the 
Doctor, open its menu and choose the Treat option. 

Once you reach a planet, you can order your 
Science Officer to scan it, and based on his skill you 
will see important details like gravity and average 
temperature. Should you decide to land, simply 
select a landing area and confirm. The game will then 
render a first-person landing into the exact point you 
selected - quite an impressive feature at the time! 

The crew will then disembark into a tank-like 
rover and start exploring the procedurally generated 
surface, using a scanner and your intuition in search 
of resources. Where do you go? Anywhere you please! 
But don’t stray too far from the ship, as your rover’s 
fuel won’t last long. This creates some of the most 
stressful risk/reward decisions in gaming: to travel 
just a wee bit further to get some valuable mineral or 
alien creature, or head back to the ship. 

Mistakes are deadly. Permadeath means not only 
does your intrepid crew dies a horrible death, but the 
game bounces out to DOS and deletes your save file. 


84 























s 


iricLDiuicri 



SThILS 

t 1 H T E : Q I . a2-df-HE.ED 
DAHHCE :NONE 


M 


T M ENEHCV : a . 5D 
A U SHIELDS : UP 
ft HEAP :UNARMED 


SIWTEHEHT 

OUESTIOH 

POSTEJUE 

TEPHII^TE 


conn, orr * 
groat 


IMFOfiMrtTI'>H . IS THERE ANVTHINC MOU 
CAN TELL US 
REEEIUIN'j : 

a EMU to:-: are lohctihe heceiuinc old 

EMPIRE DISTRESS CALL FROM POHTItSE 
TOCHUPUFE OF COURSE UELOKI COULD 
CftRIHi: LESS. 


Having a well-trained Communication Officer is vital to 
avoid misunderstandings with the many alien races. 



ANALYSIS OF LAST SENSOR READING: 
OBJECT: PLANET ORBIT HUMBER: S 

PREDOMINANT SURFACE: FROZEN 

CHAUITM: I . HEI C 

ATMOSPHERIC DEM SITV : MOT CERTAIN 

TEMPERATURE = SUE-ARCTIC TO TEMPERATE 
GLOBAL HEATHER: HOT CERTAIM 


Always analyze planets before landing, else you risk being 
crushed by gravity or destroyed by extreme temperatures. 


CARGO PADS . . 

CARGO PODS: & 

ENGINES 

ENGINES 

GLASS 1 

SHIELDING 

SHIELDS 

CLASS 1 

A R H O R 

A R H O R 

CLASS a 

MISSILE LAUNCHER 

MISSILES 

HOME 

irtHB" emum 

LASERS 

CLASS 1 

■hbhm- - □□□□ 

Ifc. _ 

— JfCl 

CLASS a... E□□□□ 

•=. 

W"fp. 

CLASS 3 . . . 5 H□□□ 

gfiy 


CLASS H . . . ■=!□□□□ 



class 5...isnnnn 

HASS- ani 

TOMS 


ACCELERATION = S G 


EHDURIUM 

an. dm 3 


VOUR ACCOUNT BALANCE IS ‘ IBBU HU 
■+■ RUIT -► 

SELL REPAIR MftHE EMIT 


You start the game with limited resources, and will be forced 
to make hard choices when first configuring your ship. 



STATUS 

C»A TE s 

□ 1 — H Ei EEl 

EHER G V : 

=13 

EFF . : 

i T m s. 

CARGO i 

n :: full 

SHIP 

LOST ! 


CEEU LIITHLITV 


PEPE 

MEGftTROH . 

CROAT. . . . 


PLAMET SURFACE 

ELEMENTS 

EHDURIUH (FUEL) .. .1.1 1 ODD 

TERRAIN VEHICLE 
SPECIMENS 

BILATERAL. 3 A 

I SCROLL ITEHgj «ZUIT- -4--P 

MAPS HOME CARGO LOOK SCAM HEAPOH ICONS 


Your goal when exploring planets is to capture specimens, 
collect rare minerals and survive their many hazards. 


Exploring the universe will also inevitably bring 
you into contact with alien ships. This displays the 
scariest line one can read in this permadeath game: 
“Scanners indicate unidentified object!” 

These encounters are real-time events. You can 
manoeuvre around the aliens ships and make choices 
such as raising shields, arming weapons, scanning or 
hailing the aliens. Firing is as simple as pressing the 
space bar, with the game choosing the appropriate 
weapon based on range from the target. Your actions 
will obviously affect communication opportunities. 

In an age dominated by text parsers, conversation 
is, thankfully, abstracted to a few efficient questions, 
postures and statements. It may seem sparse but the 
game does it surprisingly well, filling out your choices 
with richly worded text. As you learn more, questions 
get better and responses reveal more. 

Its interesting the designers chose a real-time 
conversation system. After making a choice, you wait. 
Are they simply not responding, are they preparing 
their weapons, or are they just thinking? This kind of 
tension hasn’t been explored much in other games. 


The game also pioneered a system they called 
“story network”. Time passes in the universe while you 
are off exploring, with solar flares and other events 
occurring on a regular schedule. When you return to 
the star dock, new missives are available either based 
on time, your actions or both - propelling the story 
forward to the next node. 

The sequel, Starflight2: Trade Routes of the Cloud 
Nebula (1989) is simply a better Starflight 1 . With a new 
story, improved graphics, reduced emphasis on mining, 
higher emphasis on trading and interacting with aliens, 
it generally smoothed out the sharp edges. Years later, 
Protostar (1993) began development as Starflight 3 
but went its own way due to contract issues. The series 
would also go on to inspire Star Control (1990), and 
its lasting influence is still strongly felt on games like 
Mass Effect and even on Dwarf Fortress. 

A genre-defining game, it was perfectly summed 
up by famed science fiction author Orson Scott Card 
(of Enders Game): “Starflight is the first science fiction 
computer game that actually gives you something of 
the experience of roaming through the galaxy”. TH 


Starflight sold a 
very respectable 
100,000 units on 
DOS, then was 
ported to multiple 
systems and sold 
over 1 million units. 
In 1991 a heavily 
updated Mega 
Drive/Genesis 
version was 
released. 


85 










































* Alter Ego 
was recently 
re-released for 
iOS, Android, 
and browsers. 
Its stewards are 
also working 
on expanding 
and updating 
the game for 
today's society. 


Based on several 
interviews by a 
psychologist on 
memorable life 
events , Alter Ego 
touches on family 
relationships, 
work, drugs, and 
sexual life. 


After each event 
you're shown 
moods and 
actions you can 
choose in reply. 
The outcome of 
those is based on 
your personality 
and past history. 


T he phrase “computer role-playing game” brings 
to mind certain connotations. Heroic battles, 
esoteric character systems, medieval European 
pastiche, player control of the narrative, etc... 

However, few games express the idea of role- 
playing quite like Alter Ego. Helmed by Peter J. Favaro, 
a child psychologist, the game is more concerned with 
the endless permutations of mundane modern life 
than with slaying ores or uncovering conspiracies. 


You and the wo nan of your 1 
dr*eans are taking a 
weekend trip with Jill and 
Hark, a couple you have 
known for a long tiwe. 
During the trip you notice 
Mark becoMing irritable, 
haying loud, public 
discussions about very 

S ersonal natters and 
rinkintf heavily. You are 
beginning to think that 
Mark is an alcoholic. 


PRESS SPACE TO CONTI NOE 



Select a ho ad: 

■CONCERNED 

□FRIGHTENED/ANXIOUS/ 
UNCOMFORTABLE 
□UNCONCERNED 
Select an action* 
frDCALL MARK ASIDE AND TRY 
TO CHAT WITH HIM 
□HAUE A CHAT WITH JILL 
□LET THEM SETTLE IT FOR 
THEMSELUES 

CONTINUE 



In Alter Ego you’ll play through key life events 
with probability altering statistics behind them. The 
game starts with a series of questions, akin to Ultima IV, 
that will determine the characters initial personality. 
Afterwards, the player can choose one of seven life stages 
to begin, or start all the way from the womb. 

Gameplay consists of selecting a series of themed 
vignettes represented by symbols for love, family, 
career, etc. Each scenario presents the player with an 
age-appropriate situation and offers choices as to how 
to react. Honest answers or true role-playing are both 
options, as is kicking the hornets nest in order to put 
ones avatar through the wringer. These choices impact 
character relationships, finances, career and health 
through a set of statistics. Though most stats are visible, 
worrying about them isn’t necessary for play. Becoming 
wrapped up in stats in Alter Ego is missing the point. 

So many RPGs claim that no two games will play 
the same, but Alter Ego provides such a wide variety 
of esoteric situations that it feels like it delivers. You 
can become a money-hungry business tycoon or be 
murdered in an alley. Remain single or take a spouse. 
Die alone or die surrounded by family. When a game 
ends, you’re tempted to start over to see what would 
have happened if you had just chosen differently - a 
ludic expression of an all too common real-life dilemma. 

One major criticism of Alter Ego is that it definitely 
feels of its time. Originally sold in separate “male” and 
“female” versions, the game is rather sexist sometimes, 
fails to account for homosexual / bisexual relationships 
or being a single parent and seems to reward playing 
according to 80s’ conservative values. 

Regardless, Alter Ego remains essential to this day, 
especially for fans of modern adventure games such as 
Telltale’s offerings. Haven’t you ever wondered what it 
would be like to live a different life? GB 


86 



















































































T he first thing to be said about Alien Fires is that 
its a very bad game. A terrible one, among the 
worst in this book. Yet its such an interesting 
title that it would be a disservice not to talk about it. 

The manual explains you are a Time Lord, sent 
by the enigmatic Elders to find a scientist by the name 
of Dr. Samuel Kurtz. A genius, he built a time machine 
and wants to use it to go back to the Big Bang and 
witness the moment of Creation. You must stop him, 
as some secrets are not meant for mortal eyes. 

Its a creative premise, and expectations remain 
high as you boot the game, see a colourful intro with 
a nice soundtrack and reach character creation, where 
you’ll distribute points between seven skills. 

Once that’s done, you board the oddly-shaped 
Galaxy’s End space station. While almost every other 
dungeon crawler is built and navigated in a square 
grid, Alien Fires uses all sorts of odd angles and allows 
players to turn in increments of 45 degrees, making 
exploration and mapping quite a challenge. 

You’ll soon meet a friendly alien, who greets you 
not with text, but with voiced dialogue! Turns out 
Alien Fires uses the Amiga’s text-to-speech feature to 
make its NPCs “speak”! The technology is primitive 
- every NPC has the exact same “voice” and it’s of¬ 
ten hard to understand what’s being said. But the real 
issue is that dialogue is pointless. 

You’ll talk to many exotic NPCs via a text parser, 
navigate oddly-shaped rooms and collect several keys 
and items, but it’s all for nought. Keys are useless, NPCs 
don’t say anything of value and all you really need to do 
is cross six small levels until you reach the last floor and 
find Dr. Kurtz - then fight a shoehorned boss battle. 

In fact, you could beat the game in a few minutes 
if not for the frequent random encounters. And here, 
once again, the game fails to provide any satisfaction. 


During combat you just press the “Fight” button 
and watch as you character and the enemy trade blows. 
There are no tactics involved, fights play mostly the 
same and the most important factor is luck. 

In the end, Alien Fires feels like an ambitious 
tech demo. The premise is original, the art and music 
are often great and ideas like using text-to-voice and 
creating dungeons in odd angles are interesting, but 
unfortunately there’s no real game beneath them. FE 




ro 

nO 



>z> 

Qo 

t/> 


Alien Fires was 
later ported to 
Atari ST and 
DOS, losing the 
text-to-voice 
feature. The 
game hinted 
at a sequel 
and even asked 
players to keep 
their character's 
save file, but 
Alien Fires 2 
never arrived. 


Dialogues use 
a text-to-voice 
system and a 
competent text 
parser, but the 
NPCs themselves 
have nothing of 
value to say. 


The game offers 
melee and 
ranged weapons, 
limited ammo 
and armour for 
specific body 
parts, but during 
combat you just 
click on "Fight" 
and watch. 


87 


























































Nihon Falcom 
is one of the 
most important 
Japanese game 
developers. In 
the 80s it stood 
side-by-side with 
Square and Enix, 
but focused on 
the Japanese 
PC market - a, 
reason why 
they aren't as 
well-known in 
the West. 


Boss battles 
can be difficult, 
forcing you to 
grind. But there 
are a few items 
and equipment 
available at shops 
(or hidden) that 
can help you. 


T here were a number of action-based RPGs in 
the early days of Japanese computer games, 
such as T&E Softs Hydlide (1984) and System 
Sacom’s Marchen Veil (1985), but the most well-known 
is Falcom’s Ys (pronounced “eese”). The company had 
previously eschewed turn-based RPGs with earlier 
games like Dragon Slayer (1984) and Xanadu (1985), 
but Ys was a more ambitious game. 

It told the story of red-haired hero Adol Christin 
and his journey to uncover the legendary land of Ys, 
which had broken free from its spot on the Earth and 
flown into the sky With the help of a mysterious for¬ 
tune teller, Adol learns of six magical books and two 
ancient goddesses of Ys, who have since descended 
from their thrones to live among the humans. 

The game was so large that it was split up into 
two separate games - the first, Ancient Ys Vanished 
(also known as The Vanished Omens) is where Adol 
searches for Ys, and the second, The Final Chapter , has 
him finding and exploring the sky-bound kingdom. In 
most modern re-releases, these are bundled together 
as a single release, which makes sense. 



ARMOR 


PLATE-MAIL 


REFLEX 


SILVER ARMOR 


H P 020 EXP OOOOO GOLD OOIOO 
FL&YER ■ ] 


ENEMY [ 


The first Ys game consists only of two towns, a 
tiny overworld and three dungeons, one of which is 
so gigantic that it occupies about half of the game. 
The second game is much longer and more involved, 
sending Adol through lands of ice and fire before 
reaching the shrine to defeat the evil Darm. 

Like many early Japanese Action RPGs, you fight 
enemies by bumping into them, where your rate of 
success is based on your experience level. However, 
your power is much greater if you hit the enemy at 
an off-angle. The second game introduces a magic 
system that allows Adol to throw fireballs, which is 
much easier to deal with. Amidst other combat spells, 
there’s also a spell that turns you into a monster, 
allowing you to talk to other bad guys, whose various 
musings are not only funny but provide valuable hints. 

It may all sound overly simplistic, considering 
much of what one does is to roam the landscape, 
ramming into every enemy in sight, but that’s really 
part of the fun. Ys doesn’t bog itself down with puzzles 
or aimless wandering. For the most part, they’re 
straightforward adventures that are fairly short, but 
full of the same sense of wonder and adventure that 
made the Zelda games so consistently popular. 

Ys was originally released on the Japanese 
PC-8801 in 1987, but was ported to several home 
computer and consoles. It was released internationally 
on various platforms, first on the SEGA Master 
System, then on the MS-DOS and Apple IIGS. 

These were OK conversions, though the PC 
ports butchered the excellent soundtrack. They had 
limited success, but the TurboGrafx-16 version was 
included as a pack-in for the US TurboDuo console, 
leading to much greater exposure. This version also 
included new cinematics, professional voice acting 
and incredible redbook arrangements of the music. 


88 

















"Recent RPGs have been very 
difficult, and it takes a lot of 
willpower to finish them. So 
eventually we came to have our 
doubts: was this really 'fun'? 

With Ys, therefore, we set out to 
create the opposite kind of game, 
something that would be accessible, 
easy to play, and not geared toward 
hardcore RPG maniacs." 

- Mo so vo Hoshimoto, 
Ys' programmer and designer 



In combat all 
you have to do 
is bump into 
enemies. But you 
must do it slightly 
off-centre, as in 
the picture, for 
attacking head-on 
will likely just get 
you killed. 


Falcom revised these two games several times 
over the years, the most significant starting in 1998 
with the Ys Eternal games for Windows 95, which 
included an expanded world map for the first game, 
remade SVGA graphics, new music, and smoother 
controls. These were later ported to the PSP and to 
modern PCs, then localised into English courtesy of 
XSeed. Outside of those who prefer the 90s-era rock 
synth soundtrack of the TurboGrafx-16 version, these 
are widely viewed as the definitive releases. 

The Ys series has become Falcoms flagship 
franchise over the years. While the first two Ys games 
tell a complete story, Ys III: Wanderers from Ys (1989) 
switches to a side-scrolling perspective and changes 
the setting to an entirely unrelated scenario. After this 
point, Falcom experienced a significant staff shortage, 
resulting in the fourth game getting licensed out to 
two companies for two very different titles, one for 
the Super Famicom, the other for the PC Engine. 


Ys V (1995) was developed in-house by Falcom, 
though only for the Super Famicom, which attempted 
to modernise the series by replacing the “bump” 
system with a standard Zelda- style attack button. 

The series returned to PCs with Ys VI: The Ark of 
Napishtim (2003), which was something of a series re¬ 
birth, switching the background graphics to 3D (but 
keeping the 2D sprites). This engine was used for the 
next two games: Oath in Felghana, a remake of Ys III , 
and Ys Origin , a prequel with many storyline ties to 
the first two games. Falcom then shifted development 
back to handheld platforms, with Ys VII (2009) and 
Ys: Memories of Celceta (a remake of Ys IV). 

Despite being one of the most important CRPGs 
in Japanese history, Ys never quite reached worldwide 
popularity in the way of Final Fantasy or even Dragon 
Quest. A shame, for the series is full of fast-paced 
action and adventures in faraway lands, with some of 
the best music in the history of gaming. KK 


The Ys series 
also inspired 
quite a bit of 
tie-in media, 
including a 
manga series, 
two separate 
anime OVAs 
and a whole 
series of 
soundtrack 
releases. 




Ys II was only officially released in English for PCs in 2013, The remakes vastly expand and improve Ys I and II, but 

but the game is very light on text and was fan-translated. remain faithful to the series' simple yet iconic gameplay. 


89 








































a 


CD 

QJ 



Deathlord 
was originally 
inspired by 
Norse mythology, 
but five weeks 
before release 
Electronic Arts 
demanded that 
it was changed 
into a Japanese 
setting. 


Exploration 
and battles are 
all shown in 
an Ultima-Wke 
top-down view, 
but the combat 
system is actually 
very similar to 
Wizardry. 


Unless you're 
well-versed in 
Japanese, you'll 
need the manual 
to understand the 
races, classes and 
spells. Yabanjin, 
for example, is a 
kind of Barbarian. 



S ome say Wizardry IV is the RPG that hates you 
the most. Others - the more elitist types who 
snicker at something as mainstream as Wizardry 
- might name Deathlord instead. 

Combining Ultimas top-down exploration with 
a Wizardry- like combat system, Deathlord takes place 
in an Oriental fantasy world with Japanese names for 
everything. As a result, Deathlord lets you play a Toshi 
and an Obake, a Mahotsukai and a Ronin. 



Ai 

CONJURE H NEU CHf 

Senshi 

iRACTER 

Ansatsusha 

T\ 

STR s13 

1C i s±i i 

■ m 

Yafcarwj i n 

Ninja 

Shufcenja 

Shi sa i 

COH=16 

If i oh i ga i 

Shizen 

SIZ:15 

Saaurai 

Mahotsukai 

I NT = 12 

Ron i n 

Genkai 

BEX=15 
CHA:15 

Yakirza 

Kosaku 

PON=15 

SELECT 

CLASS 


IHSFECT A CHARACTER 
CONJURE A NEU CHARACTER 
TERM IHATE A CHARACTER 
ASSEMBLE A GROUP OF AWEHTURERS 
JISPERSE EXISTING GROUP 
RETURN TO MAIN MENU 


There are eight races and 16 classes, including four 
Mage classes, each with its own compelling set of spells. 
The character system is solid, and every level-up brings 
you a significant increase in power, allowing you to brave 
areas you previously would not dare to. 

And with Deathlord s 17 continents and 
archipelagos, there are a lot of areas to brave. This huge 
world may feel too empty at times, but the locations are 
consistently good. They have traps, clues, and secrets 
to find. Many show more than they explicitly tell, by 
way of their surroundings and the NPCs that inhabit 
them, such as the masterful portrayal of the eternal 
yet unstable opposition between Fort Demonguard 
and Malkanth, the volcanic city of demons. 

There are no quest objectives, or quests at all. 
There is only the starting clue that Deathlord, the 
games villain, gives you. Further clues are obscure 
and difficult to find. There are some places, such 
as prisons or private residences, that you cannot 
simply enter; you can only break into them, with the 
consequence of angering on the entire towns guard. 

However, you might learn something valuable 
if you do take the risk - all the greater given the 
game’s “permadeath” save system with only one, 
automatically overwritten slot. 

The ingenuity of Deathlords design is to make 
its blend of Ultima exploration and Wizardry combat 
flow really well despite the difficulties involved in 
bringing traditional dungeon hazards - chutes, 
secret doors, teleporters, etc. - over to a top-down 
perspective. Most dungeons have a unique theme, 
and are as unforgiving as they are inventive. You will 
not make it far without mapping them out, and some 
secrets are only noticeable if you study the map. 

To an enthusiastic dungeon crawler, Deathlord 
is one of the ultimate games. CB 


90 








































W izardry IV: The Return of Werdna , is not 
just the fourth game in the legendary 
Wizardry series - its famously the hardest 
game in the history of computer RPGs. The majority 
of those who have played the game were unable to 
leave the very first room. Incidentally, Wizardry IV 
remains to this day one of the most innovative RPGs. 

Wizardry IV turns the standard RPG premise 
on its head. In this game you play Werdna, the villain 
you defeated back in Wizardry 7, trying to escape his 
escape-proof underground prison. Stripped of his 
powers, Werdna starts out extremely weak. 

Doing away with the customary experience- 
based character development system, the game has 
you rely on summoned monsters and only increase 
your power at magical pentagrams - specific, sparsely 
placed points in the dungeon - so that your power is 
directly tied to your progress. Allied with monsters, 
you battle parties of adventurers fully intent on 
banishing you back to your eternal rest. Simply put, 
Wizardry IV has you fight as a monster party against 
an adventuring party. 

Monsters are, however, an unruly bunch. They 
do not follow Werdna’s orders directly. To make 
things worse, most enemies you encounter - Werdna 
sarcastically dubs them “do-gooders” - can kill you 
in one or at most two hits, and you tend to encounter 
them every other step. An unlucky roll of a die, a 
wrong step or a foolish decision, and bam! you’re 
dead and have to reload the game. 

Beginning at the bottom of the dungeon, you 
struggle to climb up to the surface. Useful loot is 
minimal, being mostly limited to puzzle-related items, 
and there’s no way of telling a plot-critical item from a 
fluff one beforehand. And even if by some miracle the 
enemies don’t get you, the dungeon itself will. 


To that end, Wizardry IV features the most 
sadistic, and brilliant, dungeon and puzzle design that 
no other RPG, except maybe Chaos Strikes Back or 
The Dark Heart ofUukrul or can compete with, where 
the dungeon itself is basically one large puzzle that 
you must figure out to progress or at least survive. 

If you’re in the mood for some fantastic and 
incredibly punishing dungeons, be sure to check out 
Wizardry IV. CB 


1) I Entelechy Fuff <1 

2) 8 Greater UeHons (8. 

3) 1 Haelific a; 

4) sHERDHHk .. flCs 2 106/100 



tt 

Character Nane 

Class 

RC 

Hits 

Status 

1 

Sibilan t 

E-Nin 

-8 

246 

246 

2 

El indul1 

E-Lor 

LD 

250 

250 

3 

Falkr in 

E-Fig 

-6 

266 

266 

4 

Had Dog 

E-Fig 

-6 

336 

336 

5 

Darkhorse 

E-Pri 

-3 

206 

206 

e 

Darty 

E-Thi 

2 

148 

148 



The PentagraH 

Clous... 


...and the 

Gate Opens! 


Call Forth 3 Groups of Honsters! 

R> 

ft Dink 

G> 

Gas Clouds 

B> 

Fuz:zballs 

H> 

Skeletons 

C> 

Creeping Coins 

I> 

Garian Raiders 

0> 

Bubbly SI iHes 

J> 

Lul 1 Priests 

E> 

Ores 

K> 

Zonbies 

F> 

Lvl 1 hages 

L> 

KoboIds 

Select Honster Groups 

by letter CR-L) 




TO N 
a> qj 


c ^ 



Wizardry IV was 
delayed for many 
years. During the 
development, 
Robert Wood head 
and Roe Adams III 
began to subtitle 
Japanese anime 
as a hobby, later 
founding AnimEigo, 

an official anime 
distributor. 


The enemies you 
face are actually 
other player's 
parties from 
previous games 
that were 
submitted to 
Sir-Tech by mail. 


Each pentagram 
offers a different 
set of monsters 
to be summoned. 


91 
















NetHack 
is free and 
open-source. 
Download the 
latest version 
at www. 
nethack.org 


NetHack offers 
13 classes, five 
races and 39 skills. 
However, its real 
depth comes not 
from character 
development, but 
items, monsters and 
their interaction 
with the complex 
sub-systems. 


etHack is one of the “major” roguelikes. Like 
Rogue , it send players into a large, randomly 
generated dungeon that gets tougher as they 
descend. Also like Rogue , the goal is the “Amulet of 
Yendor,” which they must escape with once found. 
But the devil, as they say, is in the details. 

NetHack is a game with fearsome complexity - 
the logic of its world defies belief: a player can take a 
potion, dip it into a fountain to dilute it with water, 
then drop it on a co- aligned altar and pray to turn it 
into holy water. Then he can dip another item to bless 
it, or instead dip a pile of other potions of water into 
it at once to make lots more holy water in a single go. 
Or he could throw it at a monster to attack it with its 
vapour, mix it with other potions, or dip other items 
into it. Rumor has it the player can even drink them. 

That’s just a quick overview of one of its features. 
Even if I wrote just one grossly vague sentence on each 
aspect of the game, it would require an entire book. 
Despite this overwhelming depth and its reputation 
for being extremely challenging for new players, 
NetHack is also almost always winnable. 


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f - 4 darts 

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H q .1 1 pair nf .jungle boats (being unrn) 

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Scrolls 

| J< - a scro]] of Identify 
Sjteiiboofcs 

- 1 f - 4 tdrt Spe ] Ibua); 

Potions 

I - an uncursrd potion of water 
p - a pink potion 

Tools 

j - a largo bo* 

Gens 

h - an orange gen 
(end) 

Chilli the Skirmisher St:lfr83 Bx:IS Co:10 ln:0 UUB Ch:8 Laufu] 

OluUS $:3K H?:23(53J frt\ S(£) 


The path to becoming good enough to “ascend” 
(win the game) takes unaided players years, but with 
guides and heavy spoilers can be crossed in weeks. 
NetHack demands a lot from players, but its a carefully 
balanced game that promotes experimentation and 
even has its own internal system of hints, in the form 
of fortune cookies and pronouncements by an Oracle. 

Players also write a lot about NetHack online. You 
can read about monsters and their abilities, the dungeon 
and its contents, the best ways of traversing levels, the 
many, many ways in which one can die, etc. There are 
also the YAAPs (Yet Another Ascension Post), where 
players tell of their victories, often role-playing or with 
optional challenges in the form of “conducts” - being 
vegan, atheist, pacifist or even playing the entire game 
with their characters wearing a blindfold. 

The process of playing NetHack requires gaining 
levels like most RPGs, but even more important than 
that is finding the items needed to complete the quest. 
We might say that a players power is item-bound - 
a Level 1 player with excellent equipment is more 
powerful than a naked Level 10 character. A good item 
found randomly on the dungeon floor (or provided 
by a lucky magical wish) can greatly change the game. 
This helps NetHack to remain interesting through many 
plays, even if the player doesn’t get very far. 

One can consider NetHack to have three major 
phases: early, mid and late game. The early game is the 
most challenging, as the player is low-level, doesn’t know 
what most things are, and is preparing his “ascension 
kit” - the items he’ll need to win. By contrast, the long 
mid-game period is pretty boring, both because of 
monotonous maze levels, and because there’s little to test 
a knowledgeable player. The end game brings several 
novel situations that liven the game up, but a properly 
prepared player will probably be able to handle them. 



92 














"Most titles run their course 
because they can only be played 
so many times before becoming 
repetitive. That cannot be said 
about NetHock. People who have 
been playing the game for years 
still get excited when something 
good happens to them, when 
they ascend, when they discover 
something that the dev team 
thought of that impresses them." 

- Paul Winner, 
NetHock's developer 



Current fltxFiimtes ; 

Vou are stridently a ligated, 
ifou can teleport. 

11 tbu Jiaue automatic searching, 
Vou see invisible, 

■ you are poison resistant. 

Vou are fire resistant, 

■ Vou are cold resistant, 

- Vou are shock resistant. 

Vou are sleep resistant. 

Vou are protected, 

Vou Iia^e teleport control. 

Vou are telepathic, 
you are fast. 

|— Vou are invisible to others, 
you have reflection, 
you are magic^protected. 

)—More— 




Hdeon the Hir St; 18/50 Dx;9 Co; 16 in; 13 UPI: 15 Ch;8 Lairful S;6132Z0 

EndLeve1 G:Q HP:104(104) fu:97(97) AC:-15 Xp:19/7576605 T:41129 


The complexity 
of Net Hack is 
legendary - it 
has hundreds of 
items, monsters, 
effects and 
variables, yet they 
all interact with 
each other in 
logical ways. This 
led to a popular 
mantra among 
players: "the dev 
team thinks of 
everything". 


NetHack is an open-source game, and this has 
resulted in the creation of several variants, fan-made 
versions that seek to remedy some of its flaws or add 
new features. There are several variants: NetHack: 
The Next Generation, adds a “geek” class and many 
Douglas Adams references; UnNetHack improves 
the UI and ramps up randomness to increase variety; 
Slash’EM Extended adds even more stuff to the game, 
like new classes and races; and so on. 

Most variants, as tends to be the way of fans 
making mods, are even harder than the original game, 
and are even more heavily reliant on spoilers. The 
most popular of these changes are sometimes adopted 
by the developers back into the original game. 

While many players prefer the efficiency of the 
ASCII graphics, NetHack comes with the option to 
play using a graphical tileset. There are many custom 
ones, and fans have also created the Vultures Eye client, 
which provides a GUI, music and an isometric look. 



_ 

NetHack also supports a variety of tilesets, which replace 
the ASCII graphics and make things easier for newcomers. 


NetHack is a descendant of Hack, a 1982 variant 
of Rogue created by Jay Fenlason during college. In 
1987 the dev team re-wrote Hack and released it on 
the Usenet (an early Internet), adding the “Net” prefix. 
While updates have been irregular since then, the game 
is still under active development - in late 2016, they 
released version 3.6.0 after a hiatus of six years. 

The dev team is devoted but busy, and mortality 
has begun to take its toll. With over thirty years of 
history on their backs, team members who were 
college students when they began working on NetHack 
are now in their fifties, or older. While its original 
members age, as do all human beings, the team has 
brought in a steady supply of new blood, some of them 
creators of balance variants, and so new ideas have 
infiltrated the game. 

What will NetHack become under the stewardship 
of these newcomers? Not even the Oracle may say with 
certainty. JH 


Newcomers 
should check the 
handy beginner's 
guide on www. 
nethackwiki. 
com . It provides 
important tips 
without going 
into spoilers. 
Having a list with 
the keyboard 
commands is 
also advisable. 



Vulture's Eye is a free tool that adds graphics, sound effects, 
music and a graphical interface to NetHack and its variants. 


93 
















































>=j 

<"H) 


CD m 
3 Q) 
CD 



David Joiner's 
career as a game 
designer began 
by surreptitiously 
writing a "space 
war" game on 
a mainframe at 
U.S. Strategic 
Air Command 
headquarters and 
ended working 
on SimCity 4 and 
The Sims 2 for 
EA-owned Maxis. 


In true fairytale 
fashion, the 
game opens 
with a book-like 
presentation 
introducing 
the three the 
brothers. 



C reated entirely by David Joiner in seven months, 
The Faery Tale Adventure was perhaps the first 
RPG original to the Amiga. In good fairytale 
fashion, the background story consists of a necromancer 
kidnapping the kings daughter while unleashing a 
plague of monsters upon the land of Holm. 

Three brothers from the village of Tambry have 
taken up arms to save the realm, but the player controls 
only a single brother at a time, starting with Julian, the 
eldest. If Julians luck should run out - dying gradually 
diminishes it - then the next oldest, Phillip, falls under 
the players control, and finally the youngest, Kevin. 
Reaching the remains of a deceased brother will yield 
whatever treasures he had accumulated, but otherwise 
each brother starts afresh and plays the same, aside 
from minor differences in starting attributes. 

Exploration is the focus of the game, which is 
fortunate as it is easily its strongest aspect. Most of the 
challenge consists in discovering what exists in which 
locations, and what needs to be done to accomplish 
other tasks and ultimately win the game by reaching 
and defeating the necromancer. 



Open-world before the term existed, Faery Tale 
from the beginning confronts the player with a vast 
land - equivalent to 17 thousand screens-worth of 
material - that can be explored in (nearly) any order one 
chooses, striding freely across open meadows, tundras, 
farmlands, dense and forbidding woods, desert, bogs, 
and volcanic wasteland. Punctuating the landscape are 
various buildings, caverns, or other indoor locations, 
sometimes named on the paper map accompanying the 
game. Showing the contours of the world and various 
sites scattered about it, the map is an essential tool and 
also serves as copyright protection, as when booting 
the game you’re required to input three words from the 
rhyme wrapping around the map. 

The immense charm of the game contributes 
greatly to the fun of exploration. Although the music 
consists of only half a dozen tracks, the game makes 
the most of them and of the Amiga’s superior sound 
capabilities. Both the daytime and night-time themes 
are superb, and will be interrupted by a tense battle 
theme as enemies randomly spawn on the fringes on 
the map and pursue you. 

If the player tires of hiking, it is possible to gain 
the ability to summon a sea turtle that will graciously 
permit the brother to ride on its back over the seas, 
reaching otherwise inaccessible locations. Later still, 
a magic lasso permits the taming of a giant swan, 
allowing the brother to literally “wing forth in flight” 
as the rhyme indicates. Logistics are present in the 
game, not only in a day-and-night cycle (magical 
green jewels provide short-lived light), but also in 
the need for food and sleep. Going too long without 
buying food from an inn results in starvation eating 
away at the brother’s vitality, but going too long 
without sleep means the brother will move in a 
drunken fashion, unable to walk a straight line! 


94 



















"I think I mostly made it up as I 
went along. In this, I think I was 
inspired by Jon Van Caneghem's 
approach to making Might and 
Magic, which was to start with a 
basic engine and then add detail like 
crazy. It's interesting too, because 
many years later in working on 
SimCity 4 and Sims 2 at Maxis, I ran 
into the same principle, which is this: 
there's really no way to measure 
how fun a game will be until you've 
built it, or at least built enough of it 
that you can start playing." 

- David Joiner, 
The Faery Tale Adventure's creator 



The ghost of a 
deceased brother 
will urge the next- 
in-line to find his 
remains. 


Other RPG elements are relatively limited, 
however, contributing to the games reputation as 
an “RPG lite”. Each brother has only four attributes: 
Bravery, Luck, Kindness and Vitality Success in combat 
depends on the Bravery attribute, which increases 
with victory in combat (as does Vitality more slowly), 
creating a feedback loop in which a successful brother 
becomes powerful enough to trivialise combat. 

With few exceptions, there are only three types 
of enemies - skeletons, ogres, and wraiths who 
look suspiciously like Nazgul - all of which appear 
randomly and are defeated by pointing the brother 
in the right direction and pressing a button to attack. 

The only other progression consists of 
accumulating gold pieces and inventory items. The 
game is spiced up with several magic items: for example 
blue stones allow teleportation between circles of stone 
pillars, while bird totems reveal a map showing terrain 
around you, and gold rings briefly freeze time. 



The giant swan allows you to quickly fly across the map, 
reaching new areas and avoiding a lot of combat. 


While it sold well, Faery Tale Adventure lacked 
substantial impact on other RPGs of the time, and a 
sequel didn’t appear until 1997. Halls of the Dead: Faery 
Tale Adventure II kept a focus on seamless exploration 
but radically revised gameplay, keeping the brothers 
together as a party and making combat turn-based. 
Sadly, the overambitious, mouse-driven controls 
combined with faulty path-finding made it difficult 
to even move the brothers around. Released after the 
bankruptcy of its developer, The Dreamer s Guild, Halls 
of the Dead also suffers from extensive last-minute cuts 
to content, and it passed with little notice. 

Nonetheless, the basic design of FTA pointed the 
way forward to the open-world “hiking simulators” 
of a later era. Those indifferent to its charms may 
find it monotonous, but despite its limitations Faery 
Tale Adventure will remain a sentimental favourite of 
those fortunate enough to have experienced it on its 
original platform. ZD 



The game's 
manual includes 
a much more 
extensive 
background 
story, detailing 
the three 
brothers, 
their father, 
the village's 
talisman, and 
even the Red 
Knight, but 
this is entirely 
irrelevant to 
actual gameplay. 


The sequel, Halls of the Dead, features an isometric view, 
expanded character options and full voice acting. 


95 
























































81 i 



Dungeon 
Master was 
a massive hit 
at the time, 
becoming the 
bestselling 
Atari ST game 
of all time and 
winning dozens 
of awards, 
including a 
"Special Award 
for Artistic 
Achievement" 
from CGW. 


While most 
other RPGs were 
still using text 
parsers, Dungeon 
Master 's interface 
was mouse-driven, 
graphical and 
very intuitive. 



D ungeon Master is one of the games that has 
had the biggest impact on me. I’ll never forget 
when I faced my first zombie. It was behind 
bars, I had a dagger, and to my joy throwing the dagger 
at the zombie through the bars actually worked! 
Immediately I knew this game was something special. 

Dungeon Master was a revolutionary CRPG 
featuring a pseudo-3D world presented in first- 
person perspective. Players controlled a party of four 
characters that acted as a single “blob” (hence the 
term “blobber”), moving in real time from square to 
square. Controlling four characters in real time may 
sound like a daunting task, but the game is fairly slow 
and all actions take a certain time to execute, with the 
various types of attacks having different speeds, so 
there is no frenetic clicking involved. 

The combat is the weakest aspect of the game, 
since its too easy to sidestep enemies, attack them, 
and sidestep again - the infamous Two Step Dance 
- but that is a general problem with all real-time 
first-person party- and tile-based RPGs - aka “blob- 
bers”. Apart from the combat, however, Dungeon 
Master was a step forward for RPGs in most respects. 



The audiovisuals were unrivalled for a long time. 
DM was one of the first games to use 3D audio, so 
you could actually use sound to keep track of your 
enemies. And while there’s only one type of dungeon 
graphics throughout the game, it looked very good. 

Dungeon Master was also one of the first CRPGs 
to discard the traditional XP system, and instead used 
a system where skills increased by usage, something 
later adopted by the Elder Scrolls games. The game did 
have the traditional character classes of Fighter, Priest, 
Wizard and Ninja, and characters could advance in all 
classes. Using melee weapons increased Fighter levels, 
missiles, weapons, and generally throwing things 
increased Ninja levels, casting spells increased Wizard 
levels, while making potions increased Priest levels. 

You didn’t create your own characters, but 
instead had to choose up to four heroes from The Hall 
of Champions. And what a colourful and diverse lot 
those champions were! Who can forget characters like 
Hisssssa, Wuuf the Bika or Halk the Barbarian? 

Dungeon Master featured a wide assortment of 
enemies, from skeletons and zombies, to shrieking 
slow moving trees, to giant rats, scorpions and purple 
worms. And the most annoying creature of them all - 
the Gigglers, who would run up to the party, steal an 
item, giggle and run away. 

There wasn’t really much of story in the game, 
but the manual included a well-written backstory to 
introduce players into the game. It tells that one day 
the Grey Lord found a Power Gem, but unleashing its 
power resulted in his essence splitting into two halves 
- a good wizard and the evil Lord Chaos. The player 
takes the role of Theron, Lord Grey’s apprentice, who 
selects and controls the four champions. The task is 
to enter the dungeon, find the Firestaff and then use 
it to stop Lord Chaos. 





































"We had a 'hunch' that Dungeon 
Master would do OK. I guess 
because we felt we were trying to 
do a type of game that had never 
been done before. That is a game 
that blends real-time action with a 
rich environment to play in. I guess 
the closest analogue to what we 
were trying to do was to create 
the dungeon equivalent of a 
'flight simulator'." 


- Wayne Holder, 
Dungeon Master's producer 



DM was followed by Chaos Strikes Back (1989), 
at first advertised as an expansion, but then released 
as a stand-alone game. It allowed you to import your 
characters from DM and also came with a Champion 
Editor tool, which allowed players to customise the 
Champions names and portraits - pixel by pixel. 

Chaos Strikes Back was like Dungeon Master on 
steroids, with even more deadly enemies, fiendish 
puzzles and possibly the most intricate 3D dungeon 
ever created, with all 13 levels interconnected via 
numerous stairs and pits. In my opinion, it was the 
ultimate game in the real-time blobber sub-genre of 
CRPGs. One of my best gaming moments ever was 
on a level containing both illusory walls and dragons. 
Unlike me, the dragons could see through the walls, 
and even breath fire through them. But I could hear 
each dragon stomping about, which meant I could 
locate them by sound and then do the “Two Step 
Dance” though the illusory walls! 



If the dangers of the dungeon weren't enough, players 
still have to keep all their characters fed and hydrated. 


Later RPGs would have prettier and more varied 
graphics, and have more of a story and better NPC 
interaction, but none could rival the level design and 
puzzles of Dungeon Master and Chaos Strikes Back. 

Another thing that set DM and CSB apart from 
later games is the interaction with the environment, 
from using doors and traps, to chopping and fireballing 
doors, to something as basic as throwing things 
through bars. For example, in DM a fireball actually 
has a physical presence in the dungeon and can burn 
wooden doors or be sent through teleporters. 

Dungeon Master is a landmark in gaming history, 
creating a new CRPG sub-genre and inspiring dozens 
of clones - even after Ultima Underworld appeared 
in 1992 with a natural evolution of the formula. 
However, all the real-time blobbers that followed were 
evolutionary dead ends; even though some of them 
were fun to play, for me they were all anti-climaxes 
after Dungeon Master and Chaos Strikes Back. OC 



Spells are cast by inputting the correct runes at the 
right side of the screen - if your character has enough skill. 


The various 
attacks have 
different speeds 
and power. 
Characters can 
also throw their 
weapons and 
pretty much 
anything in their 
inventory. 


* Dungeon Master 
still has an active 
community of 
fans that created 
various ports 
(Windows, Java, 
Mac and Linux), 
tools and over a 
hundred custom 
dungeons for DM. 
Visit them at 
www.dungeon- 

master.com 








































As happened 
with many 
other games 
at the time, 
Zeliard's US box 
tries to mask 
the Japanese 
aesthetic of the 
game, featuring 
a viking on the 
cover instead 
of the manga- 
styled character 
that actually 
stars the game. 


There are special 
magic items you 
need to collect to 
explore, such as a 
cape that protects 
you from heat. 


The hints provided 
by the townsfolk are 
vital to uncovering 
secrets and finishing 
the game. Be sure 
to write them down. 


I remember Zeliard mainly for three reasons: 
the game is huge, extremely difficult and I only 
finished it a few years after my progress stalled in 
the final dungeon. When I first played it, I could barely 
understand English, so I missed an important hint. 

The game was clearly inspired by Nihon Falcom’s 
Xanadu (1985) but, while that game remained in 
Japan, Zeliard was actually translated into English, 
being released in the West in 1990. 




A spirit appeared and 
told ne to say this if I 
met a brave man: 'If you 
go through the door to 
the right of the tree 
that forms a cross., you 
will be able to go up." 

I hope it helps you. 


One of the early “metroidvania” games, it set 
itself apart by having a slight influx of RPG elements. 
It features a hidden XP system that allows you level up 
when sages in town deem you experienced enough, 
increasing hit points, damage and magic. 

Zeliard also has a simplistic inventory system: 
one slot for a weapon, one for armour and one for a 
shield - which will break after a certain number of hits. 
The various potions you can buy in towns regenerate 
health, magic, raise damage or repair your shields. 

You can attack with horizontal, upwards and 
downwards sword slashes, and after defeating each 
boss monster you will also get new spells - all of them 
offensive in nature. As in other “metroidvania” games 
there are also items that grant you access to otherwise 
unreachable areas, such as boots to climb slopes, or a 
cloak to resist intense heat. 

Zeliard stands out among its kind for recapturing 
the feeling of old-school CRPG dungeon crawlers. 
It cannot be mastered by just being good at the 
action part, you have to also map the entire game 
meticulously, explore every inch and also note down 
every hint the townspeople utter to succeed. 

Mapping is made difficult both by the fact that 
later levels consist of two or three layers intricately 
interlinked and by a very unusual quirk of the overall 
topology: the maps are circular. Wherever you may 
be, if you go far enough right or left, up or down, you 
will end up where you started. It easy to get lost even 
in the first level, and without a map you won’t get far 
in the later ones. 

Zeliard's platforming mechanics have long 
been surpassed and its fusion of 2D action and RPG 
elements is by no means unique these days, but the 
overall dungeon design make it stand in a class of its 
own even today. If you enjoy a challenge, that is. JG 


98 







































C yberpunk is one of those genres I wished 
had gotten as much play in CRPGs as they 
did on tabletops. For their part, Interplay 
went straight to the source with William Gibsons 
Neuromancer. The result was a sort of cross between 
a traditional 2D adventure and a CRPG, a year before 
Sierras Quest for Glory hit retail. 

The game doesn’t follow the events of the book, 
but uses the same setting and some of the characters. 
In the year of2058, people plug into the ‘net in a literal 
sense thanks to a surgically implanted jack in their 
head transforming all those Os and Is into a digital 
hallucination. And someone or something in there is 
making all of your friends disappear one by one. 

As a cyberspace ‘cowboy’ that only has six 
credits to his name and who spent the last night face 
down in food he hasn’t paid for yet, you’ll be pulled 
into the same mystery - interrogating NPCs for leads 
and finding ways into places you’re not wanted, then 
eventually hitting the matrix in search of data and the 
credits for upgrades and connection time. 

Skills are learned via chips that can be bought and 
upgraded the same way software and your cyberdeck 
can be. Spells are software. Those are used in combat 
within cyberspace against intrusion countermeasure 
electronics (ICE) and the occasional AI watchdogs, 
protecting their fortress of corporate secrets. 

One could also sell organs, replacing them with 
cheap plastic, though don’t expect what’s left of your 
meat body to survive more than a minor biofeedback 
shock in cyberspace. While conceptually interesting, 
these interactions are when the tone difference stands 
out. While Neuromancer was a dark, frightening 
novel, the game takes a tongue-in-cheek approach. 
No event is more emblematic of this than meeting a 
sect of Pong worshipers. Yes, the video game. 


As unique as Interplay’s vision was, others had 
even higher aims. Timothy Leary, the LSD-advocating 
psychologist, was the book’s licence owner and pitched 
a different game - a CYOA “Mind Movie” where you 
played as celebrities and saw cyberspace as fractals. 

No matter the interpretation, Neuromancers 
cyberpunk manifesto continues to influence dystopian 
futures where flesh is cheap and information can flash- 
fry the wetware between your ears. RE 





His roanetas 

O0 

□ 

11/16/58! 
- 1 - 1 - 

identifies hi 
as "Chin 1 ’, 

til© 

ft 

DSO 




O 


3 

Q) 



"I suppose 
the ultimate 
Neuromancer 
game would pit 
you against a 
real AI..." 

- William Gibson 


A big part of 
the game is 
spent trying to 
get money to 
survive, in any 
way possible. 


Surfing through 
cyberspace, 
you'll use 
'warez' to 
infiltrate 
databases. 


99 


























































* Waste Iand was 
re-released in 
2013 by InXile, 
featuring a new 
soundtrack and 
reworked art. 
It also included 
all the text in the 
game itself, with 
no need to check 
paragraphs in the 
manual anymore. 


Heavily derived 
from tabletop 
RPGs, Wasteland 
features seven 
attributes and 
over 30 skills, but 
not all of them are 
equally useful. 



I almost passed on Wasteland on the shelf of EB 
Games way back when. Like, way way back when. 
I had tried almost every other CRPG in the store, 
from the big companies like Interplay, SSI, Origin - 
checked out their games from Wizards Crown , Bards 
Tale , Ultima , Eternal Dagger ; Might and Magic... until 
Wasteland was the only thing left in the store. 

Yet I didn’t want to get it. It looked weird. Finally, 
two things lured me in: the Bards Tale character layout 
screenshot on the back cover, and the Interplay name. 
I loved Bards Tale , I trusted Interplay , and I trusted 
Brian Fargo. And when I sat down and plugged in 
this spiritual ancestor to Fallout into my Commodore 
64, I could not stop exploring this unique, highly- 
imaginative world devastated by nuclear war. 

I upheld Desert Ranger justice, communed with 
a drunken hobo who saw the future in Snake Squeezins, 
cloned my party members (!), repaired toasters, fired 
howitzers, got wasteland herpes from a three-legged 
hooker, and fought a menagerie of enemies from 
killer robots, giant garden pests and leather jerks to 
rad angels that glowed with a life of their own. 



At the end... I didn’t want it to end (you can keep 
playing, too!). I was floored. I didn’t realise CRPGs 
could be this way. I still refer to Wastelands mechanics 
in game design, a brilliant blend of area design context 
and RPG systems used to create amazing scenarios. 

Wasteland has numerous strengths and 
weaknesses, but the strengths definitely overshadow 
the weaknesses. The area design, ambiance, the system 
spread and applications, and the narrative itself were 
top-notch, while the system balance, attribute use, 
healing and the rare application of the ability to divide 
your party diminished the experience somewhat. 

The narrative shines through in the game content 
itself, and also in the well-written (and amusingly 
so) narrative book included in the game, filled with 
richly described characters. The wasteland is simply 
an amazing blend of raider-occupied towns, mutant 
agricultural centers, robot factories, Las Vegas and 
even the inside of an android’s brain, where I almost 
feared the game had jumped the shark. 

The quests and encounters there are innovative 
and interesting, and although the overall quest 
doesn’t kick into full gear until over halfway through 
the game, there’s plenty to keep you going. The people 
of the world respond to your actions, even as soon as 
the first area of the campaign, and remind you of the 
harsh world that you’ve found yourself in. 

Wasteland comes with a slight learning curve not 
present in other RPGs at the time, reflected first in its 
character creation. Loosely based on the Mercenaries, 
Spies and Private Eyes tabletop RPG, its skill-based 
and attribute-based system was a bit more complex 
than say, Bards Tale , but allowed for a richer character 
role-playing. If I wanted to create a Russian explosives 
expert who liked to throw knives, I could. And that 
was a much richer development tree than “Fighter.” 


100 





























"I think the things that drew 
people to Wasteland and Fallout 
are the similarities. [...] There was 
this open sandbox world and we 
weren't preaching to you as to how 
to behave, in terms of a morality 
perspective. The 'correct' thing to 
do was never clear, and sometimes, 
there weren't clear, correct things. 
There was also a lot of cause 
and effect and a lot of subtlety; 
layers and layers of gameplay in 
a post-apocalyptic world, with an 
interesting combat system." 

- Brian Fargo, 
Wasteland's director 



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The system is elegant, difficult and confusing 
at the same time. The elegance comes in the simple 
mechanic of being able to select any attribute, item, 
or skill, and then select an object in the environment 
for that to act on. An adventure game mechanic taken 
to the extreme with brilliant results. If you want to use 
Intelligence on an object, you can. If you want to use 
your proton axe on a wall or door, you can. 

It is touches like this where Wasteland shines. 
Similarly, the fact the skill tree grows beyond whats 
in the manual adds a powerful element of mystery, 
driving you to explore more of the world and see 
what’s in the next library, making the world deeper. 

That said, Wasteland has its share of design 
confusion. It’s difficult to see the differences in combat 
between Pugilism, Melee Weapons and Brawling. 
Some skills are largely useless, while others are critical 
(Doctor, for example). The same is true for stats: some 
attributes, such as Charisma, hold little value. 


Wasteland also had an annoying auto-save 
function that could sometimes trap you in dead-end 
situations (some area designs can push you out of an 
area, say, by falling into a river and irradiating everyone, 
then saves the game right after, almost guaranteeing a 
slow death). This often forced me to quickly yank the 
disk or, when I was older, set up copies of the game to 
prevent being trapped with no hope of salvation. 

Wasteland is one of the best role-playing 
games I’ve ever played, and it’s echoed in the design 
philosophy and how they accomplish so much by 
exposing their systems to design. That, matched with 
the sheer creative brilliance of the levels and the novelty 
of the setting, has kept it in my heart for over 20 years, 
Scorpitrons, androids, bloodthirsty rabbits, and all. 

I swore that if I ever had the chance, I’d work 
on a sequel, and, thanks to Brian Fargo, I got the 
opportunity with Wasteland 2 (2014). I hope the next 
generation enjoys the wasteland as much as I did. MCA 



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Wasteland's combat is similar to Bard's Tale, but it also 
displays the position of all foes when you press Space. 


The game offers a large open world to explore at 
your pace, but you better equip a Geiger counter. 


Cults, cults, and 
yet more cults, 
all willing to 
embrace you 
with radioactive, 
glowing arms. 


Due to memory 
limitations, most 
of the game's 
text is in the 
printed manual. 
The game then 
asks you to 
read certain 
paragraphs. 

To stop players 
from reading 
them early, 
fake ones were 
added, such as 
false codes or an 
entire storyline 
about a Martian 
invasion. 


101 
























































73 "T) 
Q) O 
Q_0_ 

Q) O 

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n> 


In 1987, after 
two console 
games for the 
Intellivision, 
TSR announced 
they would like 
to license D&D 
to a computer 
game company. 
Origin, EA and 
SSI were the 
final bidders. 
SSI won with a 
broad plan of 
various games 
across multiple 
genres. 


You can create 
a party of up to 
six characters, 
customising their 
portraits and 
combat icons. 
Then play them 
all the way to 
Pools of Darkness, 
reaching epic 
levels of power. 



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P ool of Radiance would be the first in a series of 
four computer role-playing games set in the 
Forgotten Realms Moonsea region. It would 
also launch the acclaimed and influential “Gold Box” 
titles developed by SSI - so called due to the iconic 
golden boxes they were packaged in. 

The first officially licensed Dungeons & Dragons 
computer game, it faithfully adapted the extremely 
popular AD&D pen-and-paper rules to the virtual 
environment for the first time, paving the way for 
many games to follow. A remarkable feat at the time, 
the game packed a meticulous implementation of the 
expansive ruleset, from its spell book and combat 
mechanics to a statistically accurate bestiary. Even 
the monster portraits can be traced to AD&D’s 1st 
Edition Monster Manual , recreated in pixelated form. 
Other iconic mechanics adhered to include resting 
and the time needed to heal or memorise spells. 

From the very start Pool of Radiance provides 
the basics of the role-playing genre, requiring players 
to create a party of up to six characters, built from 
AD&Ds multiple races and class combinations. 


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The heroes would then begin at the port city of 
Phlan, motivated by fortune or glory to win back the 
city from its monstrous overlord. A novel feature, 
Pool of Radiance is a mission-based adventure, with 
characters receiving assignments from the Council, 
or taking up tasks that are completely optional. The 
open nature of its structure allowed players to go 
about quests in any order, and most objectives could 
be accomplished through multiple solutions. 

Exploration is done in first-person; with a 3D 
view port window into the fantastic world - similar 
to The Bards Tale series. The interface is clunky and 
slow, but individual character sheets display all the 
vital information one would expect from the tabletop 
game. Players must learn to track hit points, THACO, 
armour class, inventories and spell books, contribut¬ 
ing to the pervasive feel of pen and paper. 

When diplomacy fails and a battle begins, 
the player is switched to a top-down “isometric” 
view of a field, derived from Wizards Crown. The 
characters are represented by icons (you can even 
customise yours), and movement and positioning is 
crucial. Staged against foes in tactical turn-based res¬ 
olution, the game boasts some impressive large-scale 
battles, sometimes with dozens of enemies at once. 

Also featured is the overland map. Upon leaving 
the city or one of the many dungeons in the outskirts, 
the party is changed to representation by a single icon 
in order to traverse the open land. This includes the 
possibility of random encounters, discovering new 
locations or other hidden secrets. 

After finishing Pool of Radiance , players may 
transfer their heroes to the next game in the series, all 
the way to the fourth game. Characters can progress 
in a sweeping campaign, similar to ongoing play with 
pen and paper, reaching epic power levels. 


102 














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Pool of Radiance features a vast city and its surrounding 
wilderness, packed with many missions and side-quests. 



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and a story set after events of the Azure Bonds novel. 


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Secret of the Silver Blade had huge areas, far bigger than 
the standard 16x16 maps, filled with enemies to battle. 



Pools of Darkness made the jump to VGA graphics and 
delivered a high-level adventure across dimensions. 


The sequel, Curse of the Azure Bonds (1989), was 
a more story-focused adventure, the party awakening 
to find their equipment stolen (a cheap balance trick) 
and their arms branded with mystic blue sigils, which 
rob them of their free will. The characters would then 
follow the footsteps of Alias and Finder Wyvernspur, 
as told in the TSR-published novel Azure Bonds. 

The game expanded upon the Gold Box engine, 
introducing the Paladin and Ranger classes and add¬ 
ing a “fix” command to facilitate the healing process 
in the camp menu. The overland map now included 
small utility towns, which offered temple, tavern and 
shop services from only a menu. Also included were 
mini-dungeons for the party to explore, as a bonus 
content loosely tied to the main storyline. 

The third title of the saga, Secret of the Silver 
Blades (1990), sends the party to an entirely different 
region, the mining town of New Verdigris - although 
events still tie in to a wider tapestry being weaved. 
Gone was the overland map portion of adventure, 
replaced by confinement around the mysterious Well 
of Knowledge, using teleporters to access areas. 


Unfortunately, Secret of the Silver Blade might 
be considered not only the weakest of the series, but 
perhaps of all the Gold Box games. Its plot is simple 
and linear, with few role-playing opportunities and far 
too many random encounters, which can get tiresome. 

Finally, in 1991, SSI released the culminating 
title Pools of Darkness, delivering an epic conclusion 
in the truest sense of the word. The characters would 
level up to dizzy heights advancing to forty, and be 
thrown against the very pawns of a vengeful god. 

The overland map was back - but multiplied -, 
taking the party to different dimensions. Supremely 
memorable was the section taking place in the spider 
realm of the Marilith Kalistes, which should strike a 
chord with any AD&D fan who played the Queen of the 
Demon Web Pits module. And there was still a high-level 
post-game dungeon, designed by Dave Shelley. 

A massive commercial and critical success, the 
Pool of Radiance games were remarkable not only for 
bringing an authentic Dungeons &Dragons experience 
to computers, but also for allowing players to forge a 
heroic story across four expertly crafted titles. DO 


The Gold Box 

Companion 

is a free fan- 
made tool that 
can be used 
to enhance 
the Gold Box 
games, offering 
features such 
as automap, 
info HUDs 
and cheats. 


103 
















































SP to 

CD IL. 

o QJ 



In the early 
2000s a group 
of fans from 
the Home of 
the Underdogs 
created the Star 
Saga Game Kit, 
which contains 
an interactive 
map and all of 
Star Saga's text 
in HTML form. 


Star Saga's box 
was huge, with a 
large sector map, 
player tokens, 
game disks 
and 20 printed 
booklets that 
added up to over 
700 pages. 


The software 
has no graphics 
whatsoever. 
After you input 
your actions, it 
calculates the 
outcome and 
directs you to one 
of the 888 texts in 
the booklets. 




Masterplay Publishing, 1988 
MS-DOS and Apple MGS 


T he very first computer RPGs, created way back 
in the 70s, were born out of a simple realisation: 
tabletop RPGs are full of rules, numbers and 
percentages, and a computer is much better at keeping 
track of those than a human being. Star Saga: One , by 
Andrew Greenberg - one of the Wizardry creators - is 
that idea taken one step further. 



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The game can be described as a mix of CRPG, 
boardgame and Choose Your Own Adventure book. 
Its a space opera to be played by 1-6 players on a large 
map, with all the rules being handled by the computer 
- a reliable and always available Game Master. 

You start by selecting one of six pre-made 
characters, each with their own illustrated booklet that 
richly describes their background, starting resources 
and secret motivations - such as finding an item and 
taking it back home. You then open the sector map 
and choose a planet to visit in search of your goals. 

Each turn, players input their actions into the 
computer, which will reply with the number of a text to 
be read on the printed booklets, showing the outcome 
of their choices and the options now available. A single 
turn has several phases, allowing for multiple actions, 
such as talking to NPCs or trading fuel and resources. 
The computer will keep track of all these, as well as 
handle Star Sagas simple item-based combat. 

Its a clever concept. Thanks to the computer, the 
game has a depth that no CYOA book can match, while 
the printed booklets allow for funny, well-written text 
that was miles ahead of any CRPG of the time, making 
every new planet and encounter feel unique. Sadly, the 
technology wasn’t there yet. The back-and-forth from 
the PC to the booklets to the map is slow and awkward, 
while completing your objectives takes far too long - 
one playthrough can last weeks, or even months! 

The game still had a sequel, Star Saga: Two - The 
Clathran Menace (1989), which continued the story of 
the six main characters. In fact, the series was planned 
as a trilogy, but poor sales ended it prematurely. 

From todays perspective, it’s almost absurd how 
all these booklets, maps and inputs could easily be 
handled by a single phone app. A bold game, Star Sagas 
biggest flaw was to be way ahead of its time. FE 


104 












































A round the time the first Wizardry game was 
released, an enthusiastic programmer known 
as David W. Bradley started working on an 
ambitious RPG called Dragons Breath. In 1984 he sent 
the game to Sir-Tech, which agreed to publish it on 
one condition: to remake it as the fifth Wizardry. 

Wizardry IV , however, got stuck in development 
hell and would only be completed at the end of 1987, 
forcing Bradleys game to be postponed for years. 

This tortuous story explains why Heart of the 
Maelstrom is so similar to the original Wizardry on 
the surface, despite being released seven years later. 

Yet all that time wasn’t wasted idling. Maelstrom 
is an iterative title that meticulously improves the 
most lacking aspects of previous games. The Thief, 
for instance, used to be a pretty useless class; now he’s 
required to pick locked doors and search for secrets, 
can sneak around in combat to launch surprise attacks 
and is able to use a bow to fight from the back row. 

Other additions include polearms with extended 
range, the ability to swim and friendly NPCs that roam 
the dungeons. There are also new spells, including 
creature summoning, magical barriers and monster 
charming, all which add new tactical elements. 

While these gameplay improvements make the 
game much better, what stands out in Wizardry V is 
D.W. Bradley’s writing and design. Humour is ever 
present, making each dialogue or description feel like 
a reward to the player. The game allows players to 
interact with memorable NPCs like the annoying Pot 
of Gold, the pitiful Mad Stomper, the Duck of Sparks 
or the drunk sorcerer, and many of these characters 
can be bribed, pickpocketed or even attacked. 

The dungeon also gained personality. With few 
sentences, Bradley turns wire-frame walls into dens of 
thieves, shady taverns or even disco ball rooms. 


Their very shape comes into play; in previous 
games they were limited to a 20x20 grid, but now huge 
levels stretch in unpredictable shapes, challenging the 
map-making skills of any player. 

Heart of the Maelstrom is, for me, the last Wizardry 
game with a child’s heart. The following titles grew 
increasingly more advanced and became objectively 
“better” RPGs, yet I always felt something intangible 
was left behind with the series’ “come of age”. DB 



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Much like 
Wizardry l-lll, 
nowadays 
we suggest 
playing the 
SNES remake 
of Heart of the 
Maelstrom, due 
to its superior 
graphics and 
interface. 


The friendly 
NPCs that roam 
the dungeons 
are one of the 
big additions 
to Wizardry V. 
They are vital to 
solve the game's 
many puzzles. 


Wizardry V's artist 
was clearly skilled, 
but the game's 
CGA graphics were 
terribly outdated 
next to games like 
Dungeon Master 
and Might and 
Magic II. 


105 























Ultima V carried 
on the proud 
tradition from 
U4 of including a 
physical trinket 
in the box that 
was key to the 
plot: in this case, 
the Codex coin. 


From chairs you 
could sit in to 
torches you could 
steal and barrels 
you could move, 
Ultima V created 
a living world. 



T he entire Ultima series is near and dear to my 
heart, but none more than Ultima V - a game 
I spent over five years of my life striving to 
recreate via a Dungeon Siege mod called “Lazarus”. 

What makes Ultima V so special? While the first 
three Ultima games established foundational design 
tenets for CRPGs in general, and Ultima IV pioneered 
the concept of morality in games, Ultima V was the 
first RPG to introduce true world simulation. 

By “world simulation” I mean the collection of 
systems which grant players the illusion of a living, 
breathing world that exists independent of their 
actions, rather than simply a game board upon which 
the player can stab monsters. 

Earlier Ultimas had already introduced primitive 
day-and-night cycles where visibility and monster 
spawning varied based on time of day, but Ultima 
V took that a step further and introduced NPC 
scheduling - merchants get out of bed in the morning 
and walk to their shops to open for business, while 
guards close down city gates after nightfall to keep out 
wandering monsters. 



On top of that, environmental objects were 
actually recognised by the game for the first time - 
each potted plant or bookshelf wasn’t just a painted 
bit of the background, but a physical thing you 
could move around. Harpsichords could actually be 
played, and a careful look through the game’s manual 
could teach the player how to play a specific tune 
with special effects in the game world. While this 
sometimes allowed for puzzle-solving, it mostly just 
served to make the game world feel more real and to 
give players more opportunities for interaction. 

And that was the beauty of it - Ultima V was 
perhaps the first time a game designer realised he 
could generate a tremendous amount of fun by simply 
creating an immersive world with some limited 
agency and letting players run wild. The groundwork 
laid with this philosophy would later emerge (with 
improvements) in everything from Grand Theft Auto 
to Sky rim. 

On top of its accomplishments in world design, 
Ultima V pushed forward on the narrative front, 
turning Ultima IVs focus on virtue upside-down 
as Lord Blackthorn - the primary antagonist of the 
game - codifies the eight virtues of Ultima IV into 
draconian laws. To some characters you meet, Lord 
Blackthorn is a vile usurper and his laws are unjust, 
while others are benefiting from his rule and see the 
player character and his friends as dangerous outlaws. 

You play a Robin Hood-esque role, never 
entirely certain who you can trust and who might 
turn you in to the authorities. This situation leads 
to interesting questions like “does virtue still have 
meaning when compelled?” and introduces shades 
of grey to the moral equation of Ultima , creating 
situations where “what’s right” isn’t always readily 
apparent and keeping players on their toes. 


106 






























"[...] where Ultimo IV was fairly 
black-and-white - I mean good 
guys are good guys and bad guys 
are bad guys - Ultima V unfolds in 
a grey area. Lots of characters try 
convincing you that Blackthorn is 
doing things just right; some say 
he's an evil force; and others realise 
he's wrong but are taking advantage 
of the situation for personal profit 
and are willing to fight anyone who 
opposes Blackthorn." 

- Richard Gorriott, 
Ultima V's creator 



itrn 


BLACKTHORN S 
LAW OF 
COMPASSION 


THOU SHALT 
HELP THOSE IN 
NEED. OR THOU 
SHA/.T SUFFER 
THE SAME NEED 


With Lord British 
now missing, 
Blackthorn took 
control and 
imposed a darker, 
extremist version 
of the virtues. 


Another place Ultima V worked wonders 
was in the Underworld - a massive new region 
added to the game world for the first time in the 
series. The Underworld was a sprawling cavernous 
region every bit as big (and as open) as the surface 
world, linked to the realm above by a network of 
dungeons. The impetus for the game’s story is the 
disappearance of the rightful king (Lord British) 
into this shadowy expanse, and the developers 
of Ultima V used this fact as an opportunity for 
immersion by providing a written chronicle of the 
king’s expedition into the darkness. 

Smart players could read carefully through 
the chronicle and use its words to guide them in¬ 
game as they followed the lost king’s footsteps. The 
ensuing connection between shared experience of 
the real player and the character they controlled was 
remarkably powerful. 



Ultima V would be the last game of the core series to 
use a first-person "blobber" view when inside dungeons. 


In conclusion: From its morally ambiguous 
dilemmas and intriguing story premise to its primitive 
world simulation and vast play space, Ultima V paved 
the way for all the great RPGs to come. 

If you haven’t already played it, you owe it to 
yourself to pick up a copy and experience this key 
piece of RPG history! IF 

Mods: 

Ultima V Update Patch: If you’re playing the MS-DOS 
version of U5 , use this mod to add the full soundtrack 
found only in other versions of the game. 

Ultima V: Lazarus: a 60+ hour Dungeon Siege mod that 
recreates Ultima V from the ground up, with modern 
3D graphics, CD-quality music, real-time combat, richer 
quests and dialogues, and an optional “evil” path through 
the game. 

You can find it here: www.u5lazarus.com 



Ultima V: Lazarus uses the Dungeon Siege engine 
to recreate Ultima \/with more modern technology. 


107 
























































































o 

3 


The game is 
called Prophecy I 
because creator, 
Richard Seaborne, 
originally planned 
to make it into a 
series. He couldn't 
get funding from 
Activison, so he 
moved on to make 
Escape from Hell 
(1990) for EA. 


Each area screen 
is accompanied 
by a brief but 
rather charming 
descriptive text, 
adding much to 
the overall sense 
of wonder. 


Spells can be 
modified by 
adding prefixes: 
"Harlok" heals 
10 HP, while 
"KruHarlok" heals 
30 HP but costs 
more to cast. 



T he late 80s is not what comes to mind when 
envisioning Action RPGs, which may be why 
Prophecy I: The Fall of Trinadon never found 
much of an audience and is largely forgotten today 
Its VGA graphics were not particularly beautiful, 
it only used PC Speaker for sound effects and music, 
and its interface was not terribly elegant. Yet Prophecy 
still packs a surprising amount of fun into an easy-to - 
play package. 



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TJm 

rail of Trinadon 

* 


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The game starts in medias res, the protagonist 
having apparently slept through the massacre of his 
hometown. He rouses in time to begin his quest - to 
avenge his kin by finding and killing Lord Krellane. 

As expected in a CRPG of the era, Prophecy 
features a full array of Dungeons & Dragons- 
descended statistics and generous expository text. But 
there’s also plenty of unexpected elements, such as a 
Zelda- like real-time combat where hits and misses 
are driven entirely by player reflexes, while damage is 
calculated by character’s stats and equipment. 

There is indeed a surprising array of equipment 
to find in the game, and though the multiple-body- 
part armour system has no impact on your character’s 
appearance, the weapon and/or shield your character 
has equipped does appear. This is important, as a 
weapons size directly correlates with its range. 

However, the game’s most innovative and 
mechanically enjoyable feature is the ability to create 
spells through a rudimentary magical language. 
The manual presents you with a few dozen basic 
incantations, but spells can be further enhanced by 
adding prefixes to increase their strength and range, 
in exchange for increased energy costs. 

It’s difficult to envision a simpler system for 
allowing a basic set of spells to actually remain useful 
throughout the entire game. 

There are of course anachronistic annoyances, 
including manual-based copy protection, randomly- 
generated-on-load treasure, mildly obtuse puzzles, 
processor-speed-based gameplay, and QuickBASIC- 
driven PC speaker sound/music (and fonts). 

Still, no matter how long it has been since I first 
bought the game new, I still find it rewarding to return 
to Prophecy - which is high praise for an Action RPG 
from the 1980s. QX 


108 





























































D rakkhen is a very original game, starting from 
its story. A glory-seeking Paladin slayed the 
Great Dragon - but it turns out that he was 
the keeper of magic, so now all the worlds magic is 
gone, leaving humanity in chaos and unprotected. 

You must create a party of four heroes (Warrior, 
Scout, Wizard and Priest) to explore a mystical island 
inhabited by eight warring dragon princes, collecting 
their treasures to resurrect the Great Dragon. 

You explore the island through a free-roaming 
3D first-person view. This was an amazing feat at the 
time and the island is huge, even if mostly empty. 
There are eight castles, a shop, a temple, some inns, 
houses and teleporters, plus a nice day-and-night cycle. 

Once you enter one of the castles, the game 
switches to a 2D side-view, where you can control 
each of your heroes individually, fighting monsters, 
collecting items and solving very simple puzzles. 

Unfortunately, the combat is also very simple. 
Battles happen in real time and automatically - once 
you’ve ordered the party to attack all you can do is 
change the spells the Wizard and Priest are casting. 

The difficulty is rather unfair, as the game is filled 
with traps that instantly kill a character (or the whole 
party), and you’ll have to grind a lot to beat the game. 
There’s only one save slot and you can’t save when 
inside the castles, so things can get frustrating fast. 

Besides the novel 3D world map, the 2D graphics 
are also impressive and very original, blending 
detailed pixel art with more exotic styles, such as 3D 
wire-frame soldiers or rotoscoped human silhouettes. 
The interface also deserves praise - Drakkhen is one 
of the first RPGs to allow the player to control each 
party member individually in real time, yet it does it 
in a simple and intuitive way. It’s just a shame that the 
adventure game-like actions aren’t used much. 


The game was ported to multiple systems, but 
the SNES version is by far the best. New dialogues, 
tips, items and a world map were added, while the 
difficulty was reduced, with cheap deaths removed. 

Overall, Drakkhen is an outstanding feat of both 
technology and creativity - an experimental title that 
was way ahead of its time. The result is an original and 
weird title, but also an opaque and frustrating RPG. 
Regardless, it’s definitely worth a look. FE 




Go thcrtj you win m faster 
than me. 

I see that you heiue rot 
Prinee Haaggk;her ,, s gem, 
go aril! fetch it. 


The ending of 
Drakkhen teased 
a sequel, but 
Infogrames never 
made it. Kemco, 
the Japanese 
company 
responsible for 
the SNES port, 
released Super 
Drakkhen in 1994, 
a loosely related 
side-scroller. 


Drakkhen has 
exotic enemies 
such as giant 
dog heads, 3D 
polygons and the 
silhouette of a 
woman dancing 
and shouting 
"I love you". 


While the game 
has an open 
world, your quest 
must be done in a 
specific order and 
manner, which 
isn't always clear. 
The dialogues 
don't help 
much either. 


109 









































CP QJ 
IQ 


m^m ■ 

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Mindcraft 
Software was 
founded by Ali 
Atabek, who 
previously 
created Rings 
of Zilfin. The 
company would 
be best known 
for its Magic 
Candle trilogy 
and for Siege 
(1992). 


Your goal to 
search for a 
way to stop the 
magic candle 
from melting, 
and then collect 
the various items 
required to do so. 



T he Magic Candle is one of those rare CRPGs, 
along with Ultima V , Betrayal at Krondor and 
Baldurs Gate II, that does everything right. 
From background story, NPC interaction, puzzles, 
exploration and combat, Magic Candle does it all well, 
and the end product is a well-rounded, solid CRPG. 

The background story is a variation of the tired 
old “evil demon/mage/warlord is threatening to 
conquer all the world and only YOU can stop him” 
plot. The twist is that, in this game, the evil demon 
starts imprisoned in a magic candle, but said candle is 
melting. The goal of the game is to prevent the candle 
from melting down and the demon from escaping. 
You have a limited number of days to do so, which is 
different based on the difficulty setting you choose. 

So time is of the essence in Magic Candle - literally. 
The logistics of time management is one of the things 
that sets the game apart from so many other CRPGs. 
Everything takes time, from travelling to memorising 
spells, working for money and training skills. So while 
on a ship voyage that takes three days, your spell casters 
can memorise lots of spells, for example. 



Which brings us to another novel thing in the 
game - splitting the party. Its possible to have some 
characters exploring a dungeon, while one charac¬ 
ter is making money in a city in another part of the 
world and yet another character is memorising spells 
at an inn in a different town. Usually you’ll want all 
you characters present in dungeons, though, but 
when exploring a city, it can be a good idea to have 
one character (preferably one with high Charisma) do 
the exploring, while others make money, rest, train or 
memorise spells. The party splitting is also important 
in order to solve some of the problems in the game. 

Magic Candle looks like an old Ultima game, 
where you control a party or a character on a top- 
down map. There are several types of maps - the 
overland map, the castle and town maps, and the 
dungeon maps. Combat either takes place directly on 
the dungeon map, or it switches to a separate combat 
map if you are on the overland. 

The combat system is among the better turn-based 
systems. It’s not very complex, but has many unique 
features, like different kind of mushrooms you can eat 
to get various combat bonuses, the ability to sidestep 
attacks (if not blocked on the sides), and the ability to 
pierce several enemies with one arrow. It’s quite simple, 
but also quite tactical and fun. The monsters are a mix 
of generic types like ores and trolls, and original, exotic 
ones like hraffels, zorlims and bargs. 

An important part of the game is talking to NPCs 
to find clues on how to stop the candle from burning 
down. Lots and lots of note-taking (or screen-capping) 
is needed. NPCs also have schedules like in Ultima 
5-7 , and finding them can sometimes be a challenge 
in itself. Some of them won’t even leave their houses 
and you have to knock on their doors, but they won’t 
open unless you address them by their names. 


110 





























Your party moves as a block, but you can split them into Combat is turn-based and quite simple, but you'll have 

various parties to explore, solve puzzles, train and work. to manage character's ammo, food and rest to succeed. 



Magic Candle II introduced mouse control and improved 
graphics, but also removed the ability to split your party. 



Magic Candle III had nice graphics and a good story, but 
its gameplay felt archaic next to other RPGs at the time. 


Speaking of names, you take the role of Lukas, a 
young Ranger, and can recruit up to five companions 
from around 30 NPCs of five different races and nine 
different professions, who have different strengths 
and weaknesses. The characters have most of the 
traditional CRPG stats and skills, but also some rare 
ones like hunting and armourer, to unique ones like 
gem-cutting, tailoring and carpentry. 

There are no XP or levels; characters stats 
and skills increase through various methods, from 
practice and training to more adventurous ones, and 
various characters have different aptitudes in various 
stats and skills. 

The Magic Candle feels more like a simulation 
than most CRPGs do. You need lots of items to survive 
in the wilderness, like food, arrows, ropes, and many 
special items that are useful in dungeons. There is 
also a day-and-night cycle, a need to sleep and rest, 
and need to repair weapons and armour. Shops open 
and close, and ships leave on certain days. If you like 
logistics, you’ll like The Magic Candle. 


If there are any negative things I can say about 
The Magic Candle it’s that the weapons and armour 
selection is rather sparse and there are no random 
drops, and maybe that the game is a bit too long, with 
too much combat towards the end. Skills and stats 
maxing before the end and no random loot, makes 
combat too much of a chore in the end. 

Speaking of the end, The Magic Candle has one 
of the most unique ways of winning a CRPG, ending 
not on a battle or dungeon crawl, but by asking you 
to perform an elaborate ritual to rebuild the candle. 

The Magic Candle was followed by two sequels: 
The Magic Candle II - The Four and Forty (1991) and 
Magic Candle III (1992). While their plots remained 
unique, gameplay was streamlined and padded with 
combat, faring poorly against games like Ultima VI. 

Mindcraft Software also produced two spin-offs 
set in the same world: The Keys to Maramon (1990), an 
early Action RPG, and Bloodstone: An Epic Dwarven 
Tale (1993), based on Magic Candle HTs engine. The 
company would close doors soon after. OC 


The Magic Candle 
was chosen "RPG 
of the Year" by 
Computer Gaming 
World in 1989, 
where it also 
won an award for 
"Most Rewarding 
Ending" in 1996. 


ill 





























































You can visit 
guilds, stores, 
pubs, or you 
can break in, 
by lock-picking 
or using a 
magical Ring 
of Knock. 


To pick locks you 
must find the 
correct pick for 
each tumbler. 

Besides the time 
limit, you must be 
careful of traps 
and of breaking 
the picks. 


P art of SSI’s AD&D series, Hillsfar is a very 
elaborate side-quest and, like all side-quests, 
there are rewards to be had for those daring 
enough to seek them. 

Instead of importing your characters from Pool 
of Radiance straight into Curse of the Azure Bonds , 
you can import them into Hillsfar , then transfer them 
back out. Characters cannot level up in Hillsfar , but 
the experience they earn will transfer with them. 




Hurry, tine is 
running out? 



The game plays much differently than its Gold 
Box brethren. Your party camps outside the city of 
Hillsfar, where the mage Maalthiir has taken power, 
outlawed magic and oppressed the populace. 

You take individual characters inside the city 
to quest alone. Based on their class, they find quests 
by visiting their respective guilds. Quests range from 
finding lost items to investigating a kidnapping, and 
may require you to fight for information in the arena or 
check out the latest gossip in the taverns. Three quests, 
with increasing rewards, are available for each class. 

Most of the action takes place in the form of arcade 
segments. Travelling to outlying areas requires riding 
a horse across dirt roads while avoiding obstacles. 
Investigating locations (or breaking into them) takes 
place in a top-down perspective as you explore mazes 
for treasure and clues, avoiding the town guards and 
magical traps. There is an archery range where you may 
compete for prizes and an arena where you may fight 
for the same (sometimes your life). 

All combat takes place in the arena, and since 
magic is outlawed, magic users will not be permitted 
to cast spells during the game. The mini-games are 
the same despite your class, though class will affect 
certain aspects of them. For instance, chests that you 
find will often be locked, and you can either force 
them open, risking dangerous traps, or if you are a 
thief you may engage in a lock-picking mini-game 
that requires good eyes and fast fingers. 

Although as a standalone title the game can be 
tedious considering the lack of an overarching quest, 
as a companion piece to Pool of Radiance and Curse of 
the Azure Bonds and a chance to build your characters 
beyond the usual methods of experience farming, 
Hillsfar is an entertaining diversion and a fun place 
to explore. CA 


112 















































C astle of the Winds is one of the few CRPGs 
I remember playing and winning as a child 
of the 90s, partly because it was available as 
shareware to set up the commercially released second 
part of the story, so the first part was shorter. Beyond 
that, it has an addictive charm derived both from its 
roguelike tile-based dungeon-delving and its clean 
window-based interface. 

Originally produced in 1989 as an early piece of 
software using the Windows graphical shell in MS- 
DOS by Rick Saada, it was released with its sequel in 
1993 by Epic MegaGames. In the first part, A Question 
of Vengeance , you are an orphan who must avenge 
the destruction of your hometown and retrieve a 
stolen amulet given to you by your parents. After 
two dungeons and a boss, finding and activating 
the amulet allows the character to be imported into 
the second part, subtitled Lifthransirs Bane , which 
features a much larger town and many more items, 
enemies, and encounters. Its deep dungeon has 25 
levels with multiple bosses and monster hordes. 

What earns Castle of the Winds a notable place in 
CRPG history is its unique blend of Norse mythology 
and addictive dungeon crawling in one of the earliest 
Windows-based graphical interfaces. Today that gives 
it a utilitarian aesthetic but, unlike most roguelikes, 
its gameplay is mouse-driven with a drag-and-drop 
inventory and a customisable spell button bar. 

There are no classes or races, so characters can 
use every item and spell. A new spell is granted each 
level, and more can be learned from books. The game 
is entirely turn-based, but time passes in varying 
increments depending on actions taken. Inventory is 
measured in both bulk and weight, so packs can run 
out of room even if the PC can carry more weight. 
The dungeon levels are persistent once generated, 


plus a few have set encounters, such as a memorable 
potion-shaped spider room, or a prisoner to free 
within a limited time. Foes include vicious wildlife, 
humans, standard fantasy creatures, undead spirits 
and specifically Norse monsters like jotun - giants. 

While some aspects of the game are very simple, 
Castle of the Winds has enough complexity to satisfy 
that itch to explore dungeons, increase in strength 
and tackle ever fiercer enemies. AS 




In 1998, Saada 
released both 
parts of Castle 
of the Winds 
as freeware 
on his website. 


The Windows- 
based interface 
sets the game 
apart from others 
of the time, with 
its drop-down 
menus and 
mouse-driven 
gameplay. 


The stats 
and items are 
simple, and 
the graphical 
interface is 
very intuitive, 
keeping the 
game accessible 
to those new 
to roguelikes. 


113 


























































































o ■ ■ 


A remake 
of Quest for 
Glory I was 
released in 
1992, sporting 
new colourful 
VGA graphics 
and a full 
point-and-click 
interface. 


You can create 
hybrid characters, 
such as a fighter 
who can cast 
spells or pick 
locks, but some 
acts are locked to 
specific classes. 



W hat’s in a name? In the case of Quest for 
Glory , an unfortunate story. The series 
originally began as Heros Quest , before 
Milton Bradley pointed at the board game and gave a 
meaningful cough. It’s a shame, because while Quest 
For Glory is arguably a better title, it’s really not what 
the series has ever been about. 

For creators Lori and Corey Cole, heroism 
is a thing to aspire towards for its own sake - the 
importance of being the light in the darkness, of 
saving the world through simple human compassion 
as much as beating up whatever threatens it, and of 
doing the right thing not because you’re thinking of 
the reward, but because it’s the right thing to do. 

Quest for Glory started its hero’s journey like 
many others - a young man approaching a small 
town, hoping to make his name. (Originally there 
were plans for other character options, including 
races, but space was at a premium.) It offered a mix of 
classic graphic adventure gaming and RPG elements, 
though unsurprisingly for a Sierra game with ‘Quest’ 
in the title, it leaned heavier to the adventure side. 


So Von Mant Iq ge R Hero Iscore 13 of 59Q1 

Name: Pepe 



Strength 30 

Intelligence 10 
Agility 20 

Vitality 2P 

LucK. 10 


Puzzle Points 13 
Experience 6 


Weapon Use 30 

Parry 15 

Dodge 10 

Stealth 0 

PicK. LocKs 0 

Throwing ID 

Climbing 10 

Magic 0 


Health Points 3 / IS 
Stamina Points 10 / 19 
Magic Points 31 / 31 


In particular, it didn’t matter how good your 
stats were, the game was full of instant death if you 
annoyed characters or got caught breaking the rules. 
Pick a fight with a thief, for instance, and there’s not 
even a battle. Just click, boom, comedy death message. 

The RPG side breathed a lot of life into the world 
though, with your choice of character class allowing 
three paths through the game - Fighter, Magic User 
and Thief. Later games would add Paladin to this, 
either by importing the hero from the previous game 
or as a title that had to be earned through good deeds. 

In the first game, that meant a Magic User 
could challenge local wizard Erasmus and his pet 
rat, Fenrus, (or local rat Fenrus and his pet wizard, 
Erasmus, depending on who you ask) to a magical 
mini-game duel, while the Thief could join the local 
guild and break into houses to somewhat unheroically 
liberate them of their loot. 

They also have one of the best deaths in Sierra’s 
murderous history - using the Lock-pick on yourself 
with low skill would lead to you stabbing yourself 
in the brain and dying instantly. With high skills? 
Congratulations! You successfully picked your nose. 
Warning: Avoid Quest for Glory if you don’t like puns. 

The adventure side of the game mostly came 
through in puzzles, in dialogue, and the general feel of 
the game, though never to the crazy lengths of most 
dedicated adventures. It was more about using tools at 
your disposal, with the games playing fair. 

If you need to retrieve an item and you have a 
spell to do that, then said spell will either work or 
at least give a reason why it doesn’t. If it looks like 
a surface can be climbed to get an item, it probably 
can be. It might take some stat grinding to get good 
enough, and there might be an easier way like casting 
Levitate, but it’ll usually work. 


114 

























































































Combat is very simple. You can dodge or parry attacks 
with a shield, but often it's better to just keep attacking. 


So You Want To He R Hero Iscore 12 of 50B1 



The game uses Sierra's SCIO engine from King's Quest IV, 
allowing for mouse control but still requiring a text parser. 



Quest for Glory II sends you to a labyrinthine Arabic city, 
imperiled by elemental and surrounded by a vast desert. 



The third game made the transition to VGA graphics and 
replaced the text parser with point-and-click controls. 


The downside of this is that the RPG elements 
are limited. Combat especially is mini-game hell from 
the very start to the very end of the series, only the 
details changing. There’s very little in the way of gear 
too, with usually only a couple of upgrades per game. 

It’s best to think of these elements as seasoning 
rather than a major part of the meal, manifest more 
in elements like side-quests that you can take on, the 
ability to wander more or less freely around the world, 
day-and-night cycles where the worst monsters usu¬ 
ally come out at night, and the need to eat and sleep. 

Being based on adventures did however allow 
for much stronger narrative than most RPGs had back 
in 1989. The series made great use of this, with each 
game set in a different location with its own rules. 

For Quest for Glory I, it’s the European village 
of Spielburg, where everything is familiar. Quest for 
Glory II: Trial by Fire (1991) took the hero to Arabia, 
with most of the action taking place in one big city 
where events happened on set days and had to be 
dealt with before it was too late - before then leaving 
on a caravan to sort out the mastermind behind it all. 


Quest for Glory III: Wages of War (1992) remains one 
of the few games to explore Africa, focusing on war 
and the hunt for a lost city. 

Collectively, these become more than just a 
travelogue, with the hero constantly being exposed to 
both what people want, and what they really need - 
facing evil enemies who have to be stopped, but also 
learning that appearances can be deceptive. 

In QFG1 for instance, there’s a group of bandits 
terrorising the valley. The big reveal is that their leader 
is the local baron’s enchanted daughter, but the route to 
learning that makes a point of showing her to be more 
than just a snarling villain. She has honour. She makes 
a point of personally intervening when her men attack 
one of the villagers and getting him medical treatment. 
She has nuance, and while not all of the baddies are 
similarly redeemable, that nuance runs through every 
plot point and every decision made in the series. 

Heroism, it repeatedly emphases, relies just as 
much on seeing the good in people as the bad. There 
are worse lessons for a game to teach, whether you 
want to be a hero or not. RC 


While the 
second game 
was only 
released with 
EGA graphics, 
a free fan 
remake with 
VGA graphics 
was released in 
2008, made by 
AGD Interactive. 


115 







































Not only 
Knights of 
Legend not 
only had great 
artwork for 
the time, but it 
also came with 
an edit tool, 
allowing players 
to customise 
their character's 
appearance and 
shield design. 


The world 
map is large 
and diverse, 
but there's 
nothing to do 
in it besides 
fighting random 
encounters and 
searching for 
the location of 
quest battles. 



K nights of Legend's manual opens with a brief 
tale on how the game was created: in 1981 a 
group of four tabletop RPG players sat down 
in a restaurant to debate tabletop RPGs. They loved 
complex rulesets, but doing all the calculations they 
required was slow and tiring. 

One of those friends, Todd Mitchell Porter, was 
a programmer, and upon returning home he began 
to design a computer RPG that could deliver all that 
complexity, but was quick and easy to play. 

He spent eight years working on the game. When 
a prototype was done, he showed it to Richard Garriott, 
who signed him under Origin Systems and published 
the game in 1989 as Knights of Legend. 

This little backstory helps to understand what 
kind of game were talking about here. From the 
150-page manual that describes the fantasy realm of 
Ashtalarea - including a timeline and an appendix on 
Elven language - to the fact that every single NPC has 
a unique portrait and personality, Knights of Legend is 
a gorgeous and extremely ambitious RPG, filled with 
handcrafted details and passion. 



You start by creating a party of six characters. There 
are Humans, Elves and Dwarves, but also Keldens, a 
race of gigantic flying humanoids. Instead of classes, 
you choose from 33 richly described backgrounds, like 
Dark Guard (former guards of the evil wizard Pildar) 
or Usip (a small tribe of Elves in danger of extinction). 
These affect characters initial stats, weapon skills and 
wealth, and also how NPCs react to them, as many will 
refuse to serve a Dark Guard or dislike Dwarves. 

Magic is based on Elven words, which must be 
learned from wizards to create spells that target the 
enemy type and stats you need. For example, the spell 
DAYNALON is made of DAY (human), NA (body), 
L (moderate) and ON (nearby), and will moderately 
damage the body of a nearby human. Using YR 
instead of ON would make it a long-range spell, while 
using AR instead of DAY would make it target Elves. 

It sounds cool on paper, but spells are expensive 
and ridiculously specific: a spell against Ogres is useless 
against Stone Ogres, making them very hard to use. 

Once your party is set, you explore towns in a top- 
down view, talking to NPCs via Ultima- like keywords 
until you get a quest. The game contains 23 quests 
you must complete in order to unlock the final quest, 
but they are all mostly unrelated and follow the same 
formula: an NPC asks for an item, you ask around for 
clues, learn vague hints (like “search north of town”) 
and go to the world map searching for it - which brings 
us to Knights of Legends defining feature: combat. 

Once a battle begins, you’ll be overwhelmed by 
the amount of options available. Combat is turn-based 
and each turn your characters can move in three speeds 
(Walk, Run or Sprint), select from dozens of attack 
combinations - Hack at Head, Slash at Legs, Thrust at 
Body, Headbutt at Legs, etc -, and prepare a defensive 
manoeuvre, like Dodging, Jumping or Backing Up. 


116 














Character development amounts to improving weapon skills 
and gaining social ranks, which have little gameplay impact. 



The inventory screen shows a detailed "paper doll" of 
your characters, something new to RPGs at the time. 



Every NPC in town has a unique portrait and personality, The enemy has a wounded arm and I can see it will target 

reacting differently to the various races and backgrounds. my legs, so I can avoid the attack by jumping next turn. 


All these options impact damage and hit Chance, 
but also Fatigue - a vital stat in Knights of Legend. Every 
action causes Fatigue, based on the equipment being 
used, the wounds sustained and the type of action. 

A heavily armoured Kelden may be tough, but he 
wont be able to fly (or even run) for more than a few 
rounds without passing out with exhaustion. As such, 
its important to balance equipment load, as well as to 
know when to attack relentlessly and when to rest. 

A key feature here is that characters with high 
Foresight can read enemy movements, allowing you to 
see what the creature will do and respond accordingly. 
If he’ll target the head of the character in front of him, 
you can order that character to duck to avoid the blow. 

Its one of the most complex combat systems in 
any RPG, but it has a huge flaw: its excruciatingly slow. 
Every turn, for each of six characters, you must select 
where to move, how fast to move, how to attack, where 
to attack, how to defend and confirm each action. Not 
only is there a lot to do and the interface is sluggish, but 
enemies require several blows to be defeated. Killing a 
single Ore in an open field can take more than 10 minutes. 


Moreover, while random encounters are always 
fought in small areas, quest battles take place in massive 
dungeons, exacerbating the issue. If repositioning your 
party is already a slow task, then scouting huge areas 
in search of quest items and surviving enemies is the 
CRPG equivalent of Chinese water torture - a single 
battle against a few enemies can last over three hours! 

To make matters worse, enemies act predictably 
and you never face more than one enemy type at once. 
And not only does the formulaic quest design provide little 
incentive or sense of reward, but the last quest has a bug, 
asking you to report your victories to the wrong NPC. 

Still, there’s a final nail in the coffin: the only way 
to save your game is to go back to town, enter an inn 
and pay for each character to rest. Not only does this 
mean you can’t save and quit during the hour-long battles, 
but you won’t be able to save at all if you’re out of money! 

It’s an ironic fate - Knights of Legend was born from 
a desire to quickly play tactical tabletop RPGs but, while 
the computer does handle all calculations, the game is 
so slow and demands so much micro-managing that it’s 
easier to just go back to tabletop RPGs. FE 


Knights of 
Legend was 
designed to 
support multiple 
expansions; 
the main menu 
even has an 
"Install New 
Region" option. 
However, the 
game sold 
poorly and 
no expansions 
were ever made. 


117 





























































"We did set out 
to make the game 
memorable, and 
the things the 
player remembers 
most are solving 
challenges, 
not hacking up 
monsters." 

- Ian Boswell. 
Uukrul's designer 


You explore the 
dungeon in first- 
person, following 
the visions and 
remains of a party 
who came before 
you but failed to 
slay the evil Uukrul. 


During 
encounters the 
game switches 
to a top-down 
tactical turn- 
based combat, 
similar to the 
Gold Box series. 


T he Dark Heart of Uukrul is my favourite 
RPG of all time. I should be angry that it is 
so obscure and overlooked, but I realise this 
game caters only to a very specific kind of RPG fan. 

Uukrul s achievement lies in the unorthodox 
ideas inherent in each of its components - it features 
some of the best dungeon, puzzle and character 
development design in the history of the genre, but 
also combines them into a highly memorable whole. 


c 


1 : GU^tcis 0 25 Healthy 

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3 : PtefiatMjjer 0 17 Healthy 

4 : Prtifrock 0 ? Healthy 


ft4 

Cast Invoke Use 
Search walls Map 
Heading check 
ExatiUfit party 
Listen at dcor 


A vision of liar a appears. She speaks: "The larye 
kauri mirror is most significant. It is essential you 
discover its meaning. I could not, and the dark lord 
would not fall " The vision fades, 




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Uukrul emphasises teamwork in a way that few 
other RPGs do, requiring each of your characters 
input for combat and puzzle-solving alike. That, 
however, comes at the cost of making the party 
composition fixed - your group inevitably consists of 
a Fighter, a Paladin, a Magician and a Priest. 

While the first two classes are fairly traditional, the 
magic system is where Uukrul shines again. Both the 
Priest and the Magician gain not only in levels, but also 
in the number and quality of rings they have equipped, 
each dedicated to a specific deity or magic arcana. 
Obtaining new rings is a separate form of character 
progression, unique in how tightly DHoU ties it to 
the exploration process as well as to the dungeon lore. 
Deciphering the Priests prayers is also an exciting task 
- a puzzle that relies as much on studying the manual 
as it does on in-game experimentation. 

What made me completely and irreversibly fall 
in love with the game, however, are its dungeons. 
The Cube, designed in “true” 3D so that the overall 
layout is seamless and makes sense; the oddness of 
the Battlefield maze with a spinner trap that haunts 
me still; the Palace, a “meta” role-playing area 
emphasising the concept of chance via the roll of a die; 
and, of course, the Chaos, the most unorthodox and 
ingenious level ever created for an RPG - encounter- 
free and illusion-based, yet logical and climactic, 
alone worth a full playthrough of the game. 

I cant think of any other dungeon crawler that 
can top Uukrul when it comes to dungeon design; 
Wizardry IV and Chaos Strikes Back are probably the 
only ones that come close. 

Released just a bit too late to become popular, 
with dated graphics and sound limitations, The Dark 
Heart of Uukrul has since been rediscovered and is 
now enjoying a niche cult classic status. CB 


118 








































































I n 1985 Origin published Moebius: The Orb of 
Celestial Harmony , an odd RPG by Greg Malone. 
It was a mediocre Ultima-clone , but it stood out 
due to its Chinese-based setting, bizarre art style and, 
especially, its real-time martial arts combat, inspired 
by fighting games like Karateka (1984). 

The sequel, Windwalker , went one step further. 
While its predecessors combat was reflex-based, 
you can now battle in turn-based mode, creating 
a fascinating fighting system that allows you to 
carefully choose your next move from a menu. 
Moreover, a real-time replay can be seen afterwards, 
making it all look like a fierce martial arts duel. 

So why isn’t such cool game talked about more? 
Because combat quickly becomes one of Windwalkers 
worst aspects. Attacks have a rock-paper-scissors logic 
to them - once you understand your opponent’s moves, 
you’ll know how to counter their attacks. But you 
can use only two fighting styles and there’s only four 
enemy types in the game - one being the final boss! 
Worse yet, enemies spawn constantly, turning battles 
into a chore that drags the entire game down. 

Regardless, there isn’t much to see here anyway. 
There’s no character creation, stats or skills - you just 
grow stronger as you play. The world is small, composed 
of tiny islands, a huge empty ocean, very few NPCs and 
only three quests. Thus, the frequent battles feel like lazy 
padding for what’s otherwise a 2-3 hours game. 

The Chinese-inspired setting is richly described 
in the manual (with a bibliography!) and there’s even an 
NPC that will read your fortune using the I Ching, but 
otherwise it’s tragically underused. You get some magic 
chants, a mostly irrelevant honour code, mythological 
creatures and that’s about it. Still, the game does look 
very distinctive, using heads as icons and a perspective 
that rolls vertically, as if the world was a cylinder. 


Finally, there’s a clever save and permadeath 
system: guards will only capture you if you lose, not kill 
you. And you can save anywhere. But if do you die, the 
game autosaves - die 10 times and it’s game over. 

In the end, Windwalker is one of those games that 
I really wanted to like - it looks so original and creative! 
Sadly, what looks like its greatest strength - the combat - 
only drags it down instead. And the rest of the game 
simply isn’t good enough to make up for that. FE 






QJ 


CD 


In Moebius: The 
Orb of Celestial 
Harmony and 
in Windwalker 
you're guided by 
Moebius, Greg 
Malone's alter 
ego. Malone 
would later work 
on Ultima VI 
and direct Duke 
Nukem 3D. 


The turn-based 
martial arts 
combat feels 
great at first, 
but the frequent 
battles and lack 
of enemy variety 
quickly turns it 
into a chore. 


You'll only battle 
human opponents. 
Other creatures 
serve as obstacles 
that you must 
avoid, usually by 
using magic or 
special items. 


119 







































Bloodwych was 
followed by 
Hexx: Heresy 
of the Wizard. 
Released in 1994, 
it was an early 
3D dungeon 
crawler featuring 
the same 
heroes, but no 
multiplayer. 


One player 
battles a giant 
crab, while the 
other tries to 
bribe his way 
through a pair of 
ghost warriors. 


The first player 
tries to figure out 
a locked door, 
while the second 
buys a spell 
from the magic 
fairy, which visits 
heroes when 
they sleep. 


O ne interesting aspect of 1980s CRPGs was 
how they dared try out new ideas, both to 
be better games and adapt new technology. 
Sometimes it worked, sometimes not. Bloodwych is a 
great example of the latter, a game full of cool ideas but 
barely any praise and recognition for them, especially 
today. So what happened? 

The screenshots show the biggest idea: split-screen. 
Now two players can try to save the world together. 




More ideas pop up in the character creation 
process: Pick one of 16 pre-generated champions, 
sorted by colours and card suits to determine their 
character class and school of magic. Spades are 
fighters, Hearts are bards, Clubs are wizards and 
Diamonds are rogues. With this one champion the 
player walks about the starting dungeon to find 
and recruit three more champions using a versatile 
keyword-based dialogue system that was years ahead 
of its time. The biggest problem with the two-player 
mode reveals itself here: the game has the same 
amount of resources regardless of whether a friend 
tags along or not, meaning that players have to 
compete for champions, XP, food and gear. As there’s 
nothing stopping players from attacking each other, a 
friendly game can turn nasty in a heartbeat. 

The dungeons themselves are basic fare; key 
hunts, fake walls, pressure plates and spinners, and yet 
the concept of a second player doesn’t play into the level 
design. In fact, another of the game’s cool ideas is that 
the party can be split up, which opens up many new 
gameplay options but they are never used. At no time 
are multiple parties required to complete the game. 

Players can also stop and (try to) talk to 
monsters they encounter, but short of trade offers or 
using shops there’s little reason to bother. So many 
cool ideas, so little done with them. The 8-bit versions 
of Bloodwych even cut out many of these cool ideas. 

This was somewhat addressed in the game’s 
expansion pack, The Extended Levels , where monsters 
are more chatty, offer valuable trades and can even 
be recruited into the party. Sadly the dungeons are 
no better designed this time around. As a result 
Bloodwych stands as a house full of unused ideas, 
ignored by history as bigger games with bigger ideas 
strode past it to become known classics. AV 


120 



























































E ven for a time where there was much less hand¬ 
holding in games, The Immortal stands out 
as exceptionally unforgiving in the gory and 
creative ways your character - an old wizard searching 
for his mentor in a ruined city - can and will die. 

A refreshing mix of action, adventure and RPG, 
the game features real-time fights, puzzles, NPCs, 
spells and many items - each with a purpose, even 
if that purpose is to kill you in a gruesome manner. 

The Immortal boasts great graphics for its time, 
a novel save system for each level making up for the 
many ways you die, varied environments to explore 
and a short but surprisingly engaging story told 
through dream sequences and characters you meet 
during your travels. 

Although the games manual provides some 
hints, each level of the carefully handcrafted dungeon 
involves a lot of trial and error to traverse - one wrong 
step can mean getting immolated, crushed, drowned, 
spiked, webbed, swallowed whole by worms or simply 
attacked with few opportunities to replenish health 
after a fight. Fights are limited in number however, 
and thus always feel like a significant accomplishment 
once you have won or managed to bypass them. 

Puzzles are diverse and mostly unique, from 
reflecting light with a certain item so a hidden exit 
appears and planting spores that will poison everyone 
present in a room to avoiding invisible enemies 
through creative use of a fireball. Though it is mostly 
linear, the game also incorporates some choice and 
consequence, with different outcomes depending on 
whether you chose to kill or aid certain characters. 

Not a huge hit for its time, I nevertheless have 
very fond childhood memories of the game. It had an 
immersive quality to it that, in my mind, outshines 
many newer and bigger games. 


I fought hard for the rather fragile wizard, 
*'wanting* him to succeed and see what happened next, 
wanting to know who the elusive girl was and whether 
there was an actual dragon living down below. 

If you can stomach real-time fighting and a few 
punishingly difficult parts, this is a forgotten gem - 
one that gives a real sense of accomplishment upon 
completion, as well as one that entertains, immerses 
and frustrates until then. CH 



fl> 


3 

3 

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QJ 


*The Immortal 
versions are very 
different, some 
featuring extra 
areas and traps. 
The Apple MGS is 
the original, but 
the Genesis port 
became famous 
for adding 
bloody death 
animations to 
each enemy. 


The wizard drinks 
a shrinking potion 
to sneak past the 
goblins and enter 
a small crack in 
the wall. 


Fights are in 
real time and 
very arcade-like. 
You have two 
different attacks 
and can dodge 
left or right to tire 
your opponents. 


121 

























1990-1994 

The creative and 
technological explosion 



The early 90s are often brought up as a golden age of gaming, filled 
with innovative and creative releases, and it’s hard to disagree. In just a 
few years entire new genres were invented or perfected, spawning still- 
ongoing series and classic titles still unrivalled. 

Dune II set the standard for RTS games; Wolfenstein 3D and Doom 
introduced FPS (or “Doom-clones”, as they were known); Civilization 
popularised 4x games; Alone in the Dark brought in survival horror; 
Street Fighter II, Mortal Kombat and The King of Fighters dominated 
the arcades; platformers had Super Mario World, Donkey Kong Country , 
Sonic , Megaman X, Castlevania: Rondo of Blood and Super Metroid; 
JRPGs had Earthbound, Final Fantasy VI, Breath of Fire, Secret ofMana; 
LucasArts and Sierra released dozens of amazing adventure games; 
Ultima Underworld showed the world how to do 3D games, and the list 
goes on and on: Need for Speed, War craft, SimCity 2000, Mario Kart, 
X-COM, Lemmings, F-Zero, Wing Commander, Star Fox , etc. 

With more people having dial-up conections and access to BBSs, 
“shareware” began to spread - games like Epic Pinball, Duke Nukem and 
Doom, as well as several applications, could all be tried for free then fully 
unlocked by registering them via mail. It was a way for small studios to 
circumvent retailers and market their games directly. Eventually many 
game magazines began to include CD-ROMs filled with shareware titles, 
as well as demos and game trailers, helping them spread even more. 

The hardware side also saw a fierce competition. The Super Nintendo 
vs. SEGA Genesis/Mega Drive is one of the most famous rivalries in gaming 
history, but lesser-known consoles such as the TurboGrafx-16, Phillips CD-I, 
NeoGeo and 3DO were also fighting for a spot in the sun. 

Deadlier yet was the battle for personal computers. Powered by new 
technology like VGA graphics and Intel 1386 processors, PCs had proved 
themselves unstoppable. In 1993 Atari left the battle to focus on their 
Jaguar console. Commodore would soon follow, going bankrupt in 1994. 
Only Apple endured, struggling to keep its Macintosh relevant. 

IBM wasn’t the winner either. In 1994 Compaq replaced it as the 
biggest PC vendor in the US. IBM PC-Compatibles evolved, the industry 
standard became having Windows and an Intel chip - the “Wintel” combo. 

While computers were steadily growing popular, it was still a daunting 
task to buy one, as technology evolved fast, competing standards appeared 
and several factors had to be considered - platform, processor, operational 
system, modem, audio card, graphics card, CD-ROM drive - all very 
poorly explained to consumers. 

But, if you made the right choices, you had the time of your life. 




Trends: 


CD-ROMs & FMV: While a floppy disk could hold up to 1.4MB, the new CD-ROMs 
carried 650MB. This massive gain in storage allowed developers to pursue their wildest 
dreams: not only pre-recorded music instead of MIDI files, but pre-rendered backgrounds, 
cutscenes and even real actors instead of animated pixels using FMV (Full Motion Video). 
While it aged poorly, at the time it was hailed as the long-awaited fusion of games and cinema. 
But system requirements were high: expensive CD-ROM drives, sound and graphic cards. 



Released in 1993, 
The 7th Guest used 
real actors as ghosts. 
It's often credited 
alongside Myst 
for popularising 
CD-ROMs. 


The Entertainment Software Rating Board: While violence and sex in video games 
was nothing new, the use of real actors in games like Mortal Kombat and Night Trap 
led to a reignited controversy and a hearing on the topic in 1993. Nintendo responded 
by censoring their games, while SEGA created its own rating system. Eventually several 
game companies partnered to form the Entertainment Software Association (ESA), 
which led to the creation of the self-regulatory ESRB rating system in 1994. 



rl Y‘ 1 




ttmrt 



The ESRB rating 
was the industry's 
way to deal with 
demands for 
censorship. 


Modding: Programmers have been tinkering with the code of other peoples games 
since the dawn of video games, but id Software noticed how cumbersome it was to mod 
Wolfenstein 3D and decided to make Doom easily moddable - everything needed was 
contained in WAD (“Where’s All the Data?”) files. With Doom’s massive popularity and 
the dawn of the Internet, thousands of mods were created. This philosophy was carried into 
Quake and later Half-Life , leading to legendary mods like Team Fortress and Counter-Strike. 



Aliens TC is a 
total conversion 
mod for Doom, 
based on the 
movie Aliens and 
released in 1994. 



The World Wide Web, 

the Internet as we know it 
today, begins as the first web 
browser, HTTP, HTML and 
web pages are created. 


The Super Nintendo is released. 
Despite arriving much later 
than the Genesis/Mega Drive, 
it “won” the 16-bit generation, 
selling 41M units. 


Linux is first released. 
Created by Linus Torvalds, it 
led to free and open-source 
operational systems used by 
many companies and users. 



Myst uses CD-ROMs to 
deliver a gorgeous, well- 
designed and accessible 
Adventure game, becoming 
the PCs best-selling game. 


1 - > 

rt \ - 



The PlayStation is Sony’s first 
console. Created after a failed 
partnership with Nintendo, it 
would dominate the market, 
selling over 100 million units. 



Windows 3.0 is released. 
Microsoft partnered with 
many companies to sell 
IBM PC-Compatibles with 
Windows 3.0 pre-installed, 
leading to it becoming 
extremely popular. 


Sonic: The Hedgehog is 

SEGA’s answer to Nintendo’s 
Mario. Faster and edgier, the 
mascot would become an 
icon of gaming in the 90s, 
especially of the Nintendo vs. 
SEGA console war. 


Mortal Kombat not only 
conquers the arcades and 
begins a long-standing 
rivalry with Street Fighter, 
but also has parents up in 
arms against its violence, 
paving way for the ESRB. 


Doom arrives, reaching 
millions of people as 
shareware. One of the most 
important games of all 
time, it popularised first- 
person shooters, multiplayer 
deathmatches and modding. 


The SEGA Saturn is released 
as a successor to the Genesis/ 
Mega Drive. Expensive, 
poorly marketed and with 
many games available only in 
Japan, the console failed and 
sold only 9 million units. 


123 

































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*Thanks to 
Nuvie. Ultima 
VI can also be 
played under 
Windows, Linux 
and Mac OS X. 
The game also 
had a Japanese 
FM-Towns 
version that 
added voice 
acting by Richard 
Garriott and 
other Origin 
employees. 


The Shrines of 
Virtue allow the 
Avatar to level up, 
once they have 
been liberated. 
Each confers 
different stat 
bonuses, based 
on its respective 
Virtues. 



U ltima VI must have come as a shock to 
Ultima fans when it was first released, so 
wildly did its graphics depart from the de¬ 
sign of the first five titles in the series. Gone were the 
overhead tiles and dual-scale worlds that had been 
staples of the series; full-colour isometric graphics 
and a continuous, open world awaited the Avatar. 

From the first moments of its introduction, 
Ultima VI marks itself as different. The turn-based 
combat is the first aspect of the game that players 
experience, and the initial battle plays out in the 
middle of Lord British’s throne room! 

It’s a grim picture that is painted as the game 
opens: Britannia is under attack by a new and 
terrifying foe. The Gargoyles have marched out of 
the depths of the world, killed many of the realm’s 
soldiers, and have seized the eight Shrines of Virtue. 
And it’s up to you to stop them. Ultima VI thus seems 
to set up a very generic tale about a hero ridding a 
fantasy realm of an army of monsters. And were this 
any other game, that might well have been the scope 
of its story. 



W5 Dupre 
Skani.no 
^ Xolo 

Seggalli&n 
^ Skerry 


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90 \ 
90- 
150 1 
30 I 


"Crosp it as a 
nan of nettle, 
and it soft as 
silk remains." 


Skerry kas gained 
a level.*. 


and strength!#' 


But this is an Ultima ; Ultima VI twists its story 
around in a brilliant act of narrative subversion. The 
Gargoyles, we soon learn, have a legitimate grievance 
against Britannia, one which upends the Avatar’s 
seemingly noble actions in Ultima IV and Ultima V. 

For, as the player will soon learn, the Codex 
was not Britannia’s to claim; it has, in fact, been 
stolen. And the rescue of Lord British precipitated 
a horrifying cataclysm that devastated the Gargoyle 
people and their home. Now, bereft of their holy book 
and reeling from the destruction of much of their 
world, they have set out to pay back Britannia in kind 
for its misdeeds. And it is only by finding a way to 
reconcile the warring sides that the Avatar can prevail. 

In fact, Ultima VI gives players the option to 
almost completely avoid the use of violence. It isn’t 
even necessary to level up to finish the game, and 
there are only two or three fights that are genuinely 
unavoidable. (The opening battle, notably, is not one 
of these.) Clever players can, for the most part, find 
ways to carry out each piece of the game’s plot using 
non-violent methods, and some parts of the plot can 
even be skipped entirely. 

Not that one can’t find combat if one goes 
looking for it; there are plenty of random encounters 
scattered across Britannia. Ultima VTs monsters are 
usually not difficult to best even at lower experience 
levels, but some of them can be truly devastating in 
combat. (Battle-hardened Avatars can even test their 
mettle against the dragons of Destard... if they dare.) 

Of course, you don’t need to throw yourself out 
into Britannia alone. The Avatar’s companions from 
previous games can be found all across the land, some 
of them eager to join you again. New NPCs can also 
be found, to further fill out the ranks, and up to seven 
party members can be recruited. 














"I began to reach into things like 
racism, and what I did with Ultimo 
VI was I brought in a race of beings 
that look very demonic: they have 
horns, they have leathery wings, 
they have long claws. [...] I set you 
up to assume that they were evil, 
when in fact they have families and 
literature and science, and their grief 
with you is associated with things 
that the human society has been 
doing to them overtime. In fact, the 
way to lose the game is to win the 
battle. The way to win the game is to 
force peace." 

- Richard Gorriott, 
Ultimo Vi's designer 




m • 

Lord Br 


SK 


"It is our belieF 
in then that sets 
us apart Fron the 
cruel invaders 
Mho Mould destroy 
all that Me hold 
dear." 

ou say:$ 


Ultima VI is 
widely regarded 
as the first Ultima 
which had both 
a deep narrative 
and a highly 
detailed world. 


The concept of “open-world” gaming is not new; 
even the first Ultima game can be considered “open- 
world” But Ultima VI expanded upon it by doing 
away with the dual-scale world design that had been 
a key characteristic of previous Ultimas (and, indeed, 
of most other CRPGs to that point). 

Gone were the depictions of cities and towns as 
single-tile icons on an “over world” map, which had to 
be “entered” for the player to be taken to another map 
full of buildings and NPCs. In Ultima VI buildings 
and NPCs are present alongside mountains and 
forests - all of Britannia can be explored in one go. 


And Britannia itself feels alive. NPCs are fully 
scheduled; they sleep at night, wake in the morning 
and sit down to eat, and go about their day tending 
a shop or wandering about town. They close up shop 
for the evening, eat dinner, and then return to their 
bed to rest for another day. 

Ultima VI can be different games to different 
players. It can be approached casually, but offers 
much for the seasoned CRPG veteran to enjoy as well. 
It can be completed in under two hours, or explored 
for months on end. Its a classic title well worth 
purchasing and exploring. KE 


Numerous 
utilities exist 
to allow players 
to edit the map, 
graphics, and 
dialogue of 
Ultima VI. For 
more details, go 
to: www.ultima6. 
ultimacodex.com 


Nuvie 

The New Ultima VI Engine began as an attempt to 
create an open-source implementation of the U6 
engine that could run natively under modern operating 
systems. But Nuvie has since grown far beyond Eric 
Frys original design and now offers various new 
features, such as a new UI, dialogue keywords, new 
graphics and much more. 



Nuvie allows you to hide U6's intrusive UI and use new 
features from Ultima VII, such as dialogue keywords. 


The Ultima 6 Project 

Created in partnership with the team behind Ultima V: 
Lazarus , this mod offers a recreation of Ultima VI using 
the Dungeon Siege engine. It adds new subplots and 
side-quests, but its also more combat-heavy than the 
original game. Get it here: www.u6project.com 



Encounters that could be avoided in Ultima W typically 
have to be fought out to their bitter end in U6P. 


125 










































CO 

3 S 
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ti 

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(D 


Wizardry VI 
was remade for 
the SNES and 
Saturn, sporting 
much improved 
graphics and a 
handy mini¬ 
map. Sadly, 
these versions 
never left Japan. 


Wizardry VI 
finally replaced 
the wire-frame 
dungeons with 
colourful EGA 
graphics. But it's 
very limited: the 
game only has 
one tileset, so 
forests, mines 
and pyramids all 
look like stone 
dungeons. 



W izardry VI: Bane of the Cosmic Forge is 
often overlooked as a stepping stone for 
the sprawling sequel Wizardry VII , yet in 
my opinion its the best of the whole series. 

There are lots of objective reasons why its 
important for the evolution of the series, but for me 
it conveyed such an incredible sense of place without 
losing the gamey and addictive maze-ness of previous 
Wizardry entries that just made it hard to put down. 
I remember mapping the main hub of the game, the 
entry level of the castle, and suddenly realising that 
it actually resembled a castle when you looked at the 
map. At that time that blew my mind more than many 
of the more far-reaching changes to mechanics. 

That said, Wizardry VI marked a major turning 
point for the series. David Bradley was now the sole 
designer, and he wasn’t afraid to break conventions. 
Some changes are immediately obvious, such as the 
new EGA graphics, while others are more subtle. 

For example, when you enter the Bane castle for 
the first time the gate ominously closes behind you, 
never to be opened again. 



If you didn’t play any of the previous games in 
the series, this detail might not mean much to you. 
Otherwise you will immediately understand that with 
one swift move you have been cut off from one of the 
main support pillars of past games. There is no going 
back to the city to rest and heal, to identify or buy 
items, or restore or replace fallen comrades. 

Where Wizardry V improved on mechanics of 
the early Wizardry games with small iterative steps, 
Wizardry VI boldly rips out the guts of the series and 
replaces them to an extent never done before or again. 
Instead of five races and eight classes, you get 11 races 
and 14 classes, all with distinct career paths and 
strengths and weaknesses. The typical fantasy races 
from previous games remain, but they are joined by 
new furry options like humanoid cats, dogs, lizards, 
dragons and others. 

Moreover, an extensive skill system was added, 
with over 20 skills spread across three categories 
(Weapons, Physical and Academic), further 
differentiating the various classes. As with previous 
games, items are restricted by class and race, with 
most of the restrictions making at least some sense. 

Quantity doesn’t always translate into quality 
but, together with the already existing class-change 
feature, character development in Wizardry VI went 
into overdrive - seeing your characters go from total 
pushovers to killing machines is as satisfying as ever. 

Magic is another area that was completely 
overhauled. Spells are now sorted into six schools, 
including Psionics and Alchemy. The more poetic 
spell names were replaced by functional ones (e.g. 
MAHALITO became Fireball), which decreased style 
but increased usability. More importantly, spells now 
cost mana and can be cast in six distinct power levels, 
each increasing its effectiveness and cost. 


126 
















































"Bone was a breakout - it was time 
to take the next step, time for our 
adventures to grow up and leave the 
safety of the nest, it was time that 
there should be no going back. Bane 
retained the full spirit of traditional 
Wizardry , braving ever deeper into 
the castle dungeon, but then, what 
happens?! At the point of climax we 
reach not the lowest depths, but 
instead ascend outside the confines 
of the dungeon prison, freed forever 
from the shackles of the past, and 
the end is now the prelude for what 
is to follow." 

- David D. Bradley, 
Wizardry Vi's creator 



NPCs are more 
complex and 
play a much 
greater role 
than in previous 
Wizardry games. 
Some may even 
lie to you, and 
the game offers 
three different 
endings based on 
whom you chose 
to believe. 


Another area the game improves upon are locks 
and traps. Wizardry VI introduces separate gameplay 
for both unlocking doors and opening treasure chests. 
Usually I hate mini-games in RPGs, as they often feel 
completely disconnected from the core gameplay of 
the rest of the game, but I always loved the various 
iterations of lock-picking and trap-disarming starting 
with Wizardry VI , as they felt like such an integral 
part of the game’s world. 

It would be easy to go on with a list of all the 
things Bradley changed with Wizardry VI (improved 
NPC interactions, different attack modes for weapons, 
increased number of status effects, etc.), but all it boils 
down to is that the changes pushed the series into a 
new era without sacrificing complexity along the way. 

That isn’t to say that nothing was lost in the 
transition. Not everyone enjoyed the verbose NPCs, 
the ability to rest anywhere and the removal of the 
“explore dungeon, return to town” gameplay loop. 


Japanese developers prefer the old ways, and 
have polished the gameplay of earlier Wizardry entries 
to perfection, their best “dungeon RPGs” offering the 
same mechanical depth that Wizardry VI introduced. 
But their worlds remain constrained and limited - as 
awesome as they are - to abstract mazes. 

Wizardry VI, on the other hand, broke free from 
these constraints, with maps that felt like real places 
yet are still maze-like enough to provide a challenge. 
Unlike its open-world sequels, Wizardry VTs maps are 
tightly designed, with many paths between the various 
areas. Instead of a series of dungeon levels, you really 
had the feeling of slowly exploring a massive, densely 
layered castle and its surroundings. 

Wizardry VI is much more than a transition 
piece - it managed to repackage the classic Wizardry 
experience, by both pushing forward and yet keeping 
the elements that have always been most appealing 
about the series. JG 


You can use 
the Cosmic 
Forae Editor to 
apply bug fixes, 
patches that 
alter gameplay 
mechanics and 
edit many of 
the game files. 




Wizardry VI finally adds mouse support, but its interface Magic plays very differently from previous Wizardry games, 

is unwieldy and works much better with the keyboard. as spells now cost mana and have multiple power levels. 


127 














































































3 


to 

■ ■ 


Tunnels & Trolls 
was first released 
in Japan, and then 
almost entirely 
re-written by Neal 
Hallford (writer 
of Betrayal at 
Krondor) to be 
released in English. 


Combat is turn- 
based and can be 
automatically fought 
by the Al. While 
most battles are 
simple, some 
are practically 
unwinnable. 


Events are spread 
all over the maps, 
but are invisible. 
You never know 
when you'll come 
across a life-and- 
death choice, so 
save often! 



There are guardsmen in uniform watching 
you, but clearly they decided you are not 
an immediate threat. 

The handsome man -- clearly the Sheik 
himself - gestures for you to come join 
him. 

One of the best-dressed men nods as you 
pass close by. You mere alert enough to 
feel his fingers probing for your money 
belt! 

Do you: 

1) attack him 

2) accuse him of thievery 

3) ignore it and talk to the Sheik 


T unnels & Trolls is based on the tabletop RPG of 
the same name, designed by Ken St. Andre in 
1975 as a light-hearted and accessible alternative 
to the recently released Dungeons & Dragons. 

When Tunnels & Trolls was released in Japan in 
1987, it became extremely popular. And so Starcraft, 
the company who published the Japanese versions of 
Wizardry and Might and Magic , asked New World 
Computing to co-design a licensed T&T CRPG. 



1ST Crusaders of Khazan bi/misthwimwiwsihiv um 



At the end of the seawall, burly men and 
dwarves are shoving barrels and crates 
out of the uias. From one of the large 
crates you hear a muff led roaring. A 
tattooed man whacks the tops of a few 
crates and the noise stops. Host of the 
workers leave, walking by you as they go. A 
few rEmiiftj guarding the cargo 

"Stop right there!" commands the tattooed 
man, brandishing his weapon. "Ho one sets 
near these crates without goins through us 


As such, Tunnel & Trolls: Crusaders of Khazans 
design was done in the US, then sent to Japan, where 
the game was programmed. This can be immediately 
noticed in the unusual mouse-driven interface, similar 
to early Japanese graphical operational systems. 

Overall the game plays mostly like an Ultima 
clone, with various cities, a large overworld, turn- 
based combat and a customisable four-character party. 
What truly sets it apart is the presence of countless 
Choose Your Own Adventure-like events, most taken 
directly from T&Ts solo adventure game books. 

Instead of having interactive NPCs, the game is 
filled with countless text-heavy encounters and events 
where you can pick one of many options, leading to 
vastly different outcomes; from a nice reward to 
instant death - some may even change depending on 
your race, class, stats and/or known languages! 

However, while events are well-written and offer 
many role-playing opportunities, far too often a blind 
choice will wipe your party - for example, ignoring 
a castaways plea for help can lead to an impossible 
battle against a horde of angry water elementals. 

To make matters worse, enemies scale to your 
level in an unfair way. If there’s a dragon blocking your 
way and you decide to grind a few more levels, chances 
are next time you’ll face three dragons instead. 

To survive you’ll have to save after almost every 
step, because any harmless-looking empty square 
nearby may actually contain a deadly trap, ambush or 
event that can take you to the Game Over screen. 

It’s a shame, but these annoying issues ended up 
dooming what’s otherwise an intriguing game. The 
excellent CYOA-like events set it apart from any other 
CRPG of the time (and even of today), but only those 
willing to endure a frustrating difficulty and many, 
many reloads will get to enjoy them. FE 


128 












































































C ircuits Edge is an interesting Adventure/RPG 
hybrid, based on George Alec Effmger’s 1987 
book When Gravity Fails. It takes place in a 
dystopic cyberpunk future which, like most of the 
sort, owes a tremendous debt to William Gibsons 
Neuromancer. The major difference is that, instead of 
the world being overtaken by the Japanese, its instead 
been influenced by Islamic culture. 

You control Marid Audran who, per usual pulp 
standards, is a down-on-his-luck detective that has 
resorted to running goods for his pals. During a 
seemingly innocuous delivery, you find your client 
dead, presumably murdered. A mafia boss saves 
you from being arrested, but now you must help 
him investigate the murder, exploring the seedy 
underground of a city known only as The Budayeen. 

The gameplay leans more towards the RPG end 
of the spectrum, as real puzzles are sparse and most of 
the time is simply spent running to different cafes and 
bars, talking to people, and finding leads. You’ll also 
end up gambling, beating up punks and selling junk 
to get enough money to buy cybernetic modifications, 
which can be equipped to improve various skills, such 
as combat and hacking. 

Not all of the events are linear, making it 
relatively free-form compared to a standard adventure 
game. The game runs in real time, meaning certain 
people are at certain places during certain times and 
it is entirely possible to miss stuff if you take too long. 

While the story is standard and the interface 
is a pain, Circuits Edge really nails the atmosphere. 
The 16-colour graphics are perfect to depict the 
city’s grittiness, and the music, while sparse, is 
appropriately moody. There’s quite a bit of nudity, 
many of the females are “sexchanges”, and you can 
sleep with practically anything or even light up. 


There are over 60 locations in The Budayeen, 
and you can easily spend the first few hours trawling 
the bars, trying to pick up hookers, gambling and 
watching holo peep shows, just taking in the game 
world. While the interaction is somewhat limited, 
there’s enough depth to the hellhole that is the 
Budayeen to make the trip worthwhile, even decades 
later. As a whole, Circuits Edge flounders as an RPG 
but succeeds as a work of interactive fiction. KK 



O Talk about 


He's big, cold, and impersonal 


ceps more than anyone else and 


th ey 
you. 


feel the same way toward 


BE 


"Pon't waste n.y time, you 
uncivilized idiot," 



43 Run Away 


Vou hit Arab han? 



Circuit's Edge 
had the help of 
When Gravity 
Fails author 
George Alec 
Effinger, who 
claimed to 
have written 
"about 75% 
of everything 
on screen". 


You explore the 
city in first-person 
view, like an urban 
dungeon, using a 
drop-down menu 
or typing keywords 
to interact with 
items and NPCs. 


You can be randomly 
attacked by muggers, 
but winning these 
fights usually just 
requires that you've 
installed the proper 
cybernetic mods. 


129 






































z? W 

<3 

-<* vt 



In 1994 Interplay 
released another 
game called 
J.R.R. Tolkien's 
The Lord of the 
Rings Vol. I , 
this time for the 
SNES. Despite 
having the exact 
same title, it was 
an entirely new 
game, made by 
a different team. 


While the graphics 
where good for 
the time, they lack 
variety and fail to 
convey a sense 
of wonder. This 
screenshot shows 
the gates of Moria 
and its tentacle 
guardian, but they 
look like many 
other areas. 



I remember exactly why I bought Lord of the Rings 
Vol 1. The box art was cool. The title had quite 
the catchy name. And since this was the CD-ROM 
version, it featured lots of animated cutscenes from a 
movie I had no idea was animated by Ralph Bakshi 
nor that it was adapted from apparently quite the 
famous book. I was a 10-year-old kid, OK? 

Yet this was a game that changed my life: you 
can explore a huge game world however you like? 
And you can do things in the order you want? And 
there are several solutions to problems, some the 
developers have not actually thought about? 

While mostly forgotten today, LOTR Vol. 1 has 
many of the features that defined the great RPGs of its 
time, presented in a colourful and acessible game that 
still remains rewarding and highly replayable. 

You start alone with a band of three weak 
hobbits, grow nearly invincible as the full Fellowship 
is formed, explore dungeons, talk to characters with 
a system of keywords very much akin to Ultima , get 
side-quests, fight in many turn-based battles, and 
eventually, prevail (at least until the sequel). 



The game uses an overhead view similar to 
Ultima VI, with a mouse-driven interface and graphics 
that are colourful but lack in variety. The soundtrack, 
however, is memorable and features tunes that feel 
both adventurous and peaceful. 

The player controls a large party of up to 
ten adventurers at once, but there’s actually many 
more characters available to be recruited. There’s 
no character creation and levelling up is pratically 
meaningless, so customisation comes from selecting 
who will join your Fellowship and equipping them. 

The game world, fully fleshed out from the Shire 
to Lothlorien, is lengthily described on-screen (or 
in the game’s manual, if you were playing the floppy 
disk version) - a similarity it shares with Wasteland , 
another Interplay game. And not the only one: skills 
are to be used often outside of combat. Your characters 
can climb a hill, jump over pits, pick locks, or even use 
their knowledge to display additional text that gives 
important clues or just interesting lore. 

The reader of Lord of the Rings often wished she 
could explore Middle-Earth at her own pace, and this 
is a game that pretty much allows this; walking off 
tracks, entering every house, talking to everyone and 
inspecting every cranny is the most rewarding aspect 
of this game. And it is quite a big game. 

Combat, on the other hand, is the game’s main 
weakness. It’s turn-based but allows for very few 
strategies, with the large party being more of a burden 
than a tactical advantage - the walk order of your 
party, for example, is of utmost importance to avoid 
getting strong characters stuck behind weaker ones. 
Overall, it boils down to having the highest strength 
and being lucky. Magic is scarce and used mostly for 
puzzle-solving, but it’s disappointing that not even 
enemy spellcasters will use magic against you. 


130 























"\ had obsessed over the books 
when I was little, had the calendar 
and everything. And inside the 
front cover of The Fellowship of 
the Ring was a computer program 
Td written down by hand when I 
was in seventh grade. I brought it 
to them [the Tolkien Estate] and 
showed them: 'This was my first 
computer program, written inside 
the cover of this book/ I don't know 
if that's what got them to agree, 
but they did. I think they knew they 
were dealing with people that were 
passionate about the licence." 

- Brian Forgo, 
Interplay's founder 



60H6AT MOVS? 


1. ATTACK 

2. DODGE 
■3 * AIM n 


Combat is 
turn-based and 
very simple; the 
most important 
thing is the 
marching order 
of your party, as 
characters need 
to get close to 
attack and might 
get stuck behind 
weaker party 
members. 


Lord of the Rings, Vol. 1 had another controversial 
feature. Anyone who read the book will be confused at 
seeing references to Sharkey quite early in the game, 
at meeting the wizard Radagast in such circumstances, 
and even being able to recruit another very special 
character so early in the story. 

This is because LOTR Vol 1 doesn’t follow the plot 
of the novel entirely. It says this straight away in the 
manual: “The reason we did this was not to ‘improve 
Tolkien’s work, but to challenge the computer gamer who 
is familiar with Tolkien’s work. Expect to be surprised.” 

As such, there are many plot elements, quests, and 
even main story events that didn’t appear in the books. 
A huge betrayal and blasphemy to some, a fair bit of 
fresh air to others - especially as it allowed for events 
and quests to have multiple solutions. 

The game also played loose with its cast, as you 
can “win” even if characters like Frodo, Gimli, Legolas 
and Aragorn are dead or were never recruited. 



The CD-ROM version replaced its cutscenes with clips from 
the 1978 Lord of the Rings movie directed by Ralph Bakshi. 


Despite this, some moments in the game can be 
very confusing if players aren’t familiar with the books. 
There are no hints on how to deal with the Balrog in 
Moria, for example. It’s also easy to miss important 
events and characters, as some of them will only appear 
if you walk over the exact tile that triggers them. 

The game was followed by a Volume 2 in 1992, 
based on The Two Towers. The engine and gameplay 
were mostly similar, but one could tell the developers 
were struggling with a source material featuring vast, 
open fields and a less linear story. The sequel erraticaly 
moved you from one party to the other and featured 
rather dull environments. And how to show the 
massive Helm’s Deep battle with 1990 technology? 

Volume 3 was never made; poor sales sealed its 
fate. It could be just as well, as Return of the King’s story 
is hardly fit for this kind of game. Thus ends this first 
attempt at a Lord of the Rings CRPG; not a major title, 
but a small curiosity that can be easily enjoyed. Ml 



There's a great degree of narrative freedom; events have 
multiple paths and you can win without key characters. 


The game was 
re-released 
for CD-ROM in 
1992, adding 
an automap, 
an extended 
soundtrack, 
scenes from 
Ralph Bakshi's 
Lord of the 
Rings movie 
and removing 
the need 
to look up 
paragraphs in 
the manual. 


131 





































The Ultimate 
Captive Guide 

is an excellent 
fan-site entirely 
dedicated to 
Captive, filled 
with trivia, 
useful tools, 
tips and stats. 


You can replace 
the droids' parts, 
upgrade your 
equipment and 
install shields, 
scanners, mini¬ 
maps and other 
useful features 
directly to the Ul. 


Captive 2 is a 
very exotic and 
ambitious game, 
with a massive 
scope and some 
very unusual 
design choices. 


C aptive is a real-time sci-fi blobber where your 
character wakes up imprisoned somewhere 
unknown. Your only hope now is to remotely 
control four droids, who must find and liberate you. 

The droids are highly customisable, as they have 
detachable individual parts (hands, arms, legs, feet, 
chest and head), each with its own stats, energy cost 
and utility. For example, a droid with a damaged head 
will display distorted graphics to the player. 



Parr 


’ UNISON E.Sm 

W pifl t o 

IS hGL 15 - 



Captive relies heavily on procedural generation. 
When you start the game, you first have to fly with 
a spaceship to one of the planets on your star map, 
land, locate an enemy base, enter, locate a space probe 
inside the base, destroy the generators and then run 
like hell. If you don’t manage to get out in time, you’ll 
die when the base explodes. The goal of the game is to 
do this ten more times, allowing you to free yourself. 

If you succeed, you get the chance to start over 
again, and again and again. Hundreds of bases with 
countless procedurally generated levels, all sprung 
from the same seed to make sure every player sees 
the same sets of levels. This is both the game’s greatest 
strength and weakness. Once you understand how 
the game constructs levels and even puzzles, you’ll 
realise just how bare-bones and repetitive it is. 

Playing Captive as a kid, that didn’t bother me. 
What kept me going was seeing something new every 
base. New monsters, different tile graphics, more 
weapons, body parts and ingenious tech upgrades. 
That first run with 11 bases is quite fun and has 
enough to offer to overcome the simplistic gameplay. 
But after that it gets tedious. 

The sequel, Liberation: Captive 2 (1994), was 
truly ambitious. Once again in charge of the four 
droids, you have to investigate a murder cover-up 
in a futuristic, hostile city. The city is massive - a 
sprawling open world with shops, libraries, offices, 
houses, etc. The game also featured fully 3D graphics, 
a customisable UI and introduced the ability to talk to 
NPCs, pursuing more peaceful approaches. 

Still, just as with the first game, most of it was 
procedurally generated and, combined with the 
insanely large city, made for a game easy to admire for 
its ambition but hard to finish due to sheer size and 
lack of compelling, handcrafted content. JG 


132 































































C hampions of Krynn is the first entry in the 
second of SSI’s “Gold Box” series, this time set 
on the then-popular Dragonlance setting. I 
bought it when I was 14 years old, attracted by the box 
art and the back of the box description. I had only just 
discovered Tolkien and entered my first fantasy phase, 
I guess. (“It’s not a phase, mum!”) 

When I bought the game, I had never played D&D 
and I didn’t really know what it was. I thought it was 
something very American, probably expensive, and 
surely I wouldn’t find anyone to play it with anyway. 
(I did have Hero Quest and it was already tough finding 
friends who wanted to play that.) A computer game 
was the ideal solution to my fantasy role-playing needs. 

The manual first describes how to play the game, 
then explains the A D&D rules (often in great detail), 
followed by several journal-like entries to which the 
game refers to once in a while in order to advance the 
story. It was all quite overwhelming. Just by reading 
these, I understood that Krynn was something real, 
complex and detailed. I knew it was made for me. 

I think you remember your first computer RPG 
because it draws you in. You are absorbed by it and you 
care about your characters so much, you dream about 
them. In hindsight, the story wasn’t exactly the strong 
point of the Krynn series, but the stories you come up 
with yourself, these live forever. 

Now that I know Dragonlance, I appreciate the 
attention to details. How a lot of iconic characters 
make their appearance in these games. How magical 
items are rare and mages aren’t trusted. How they made 
the gods, and even the three moons and their cycles a 
gameplay feature, boosting certain magic depending 
on their phase. How you could create a Render or a 
Solamnic Knight, and how there were already quests 
that only a certain class could solve. 


A lot later, when I traded my Commodore 64 for 
a PC, I could finally play the rest of this epic trilogy: 
Death Knights of Krynn, released in 1991, and Dark 
Queen of Krynn (1992). And so I restarted Champions 
(probably for the fifth time), in order to import my 
party into the sequels. And even though I was almost 
10 years older, and it was the ugliest game at that time, 
it was still my favourite RPG. 

Now I’m almost 30 years older, and it still is. DW 



CORAL 


H1TF01STJS 5 8 


HOOFAH +2 


S1UAK 

HANTS TO HILL 
CORAL 



LORD SOTH STANDS BEFORE HOU+ 'SO, ' HE 
Hisses, 'sou ha^e passed ms little 

TESTS, SOtl HAVE EARNED THE K1CHT TO 
301N MS ARMS, • * BE ASSURED THAT SOU 
MILL DO SO AFTER SOUR DEATHS?' 




BUTTON OR ENTER TO C0HT1NI 


The Dragonlance 
setting by Tracy 
& Laura Hickman 
grew extremely 
popular in the 90s, 
with a dedicated 
D&D line and a 
shared universe 
spanning over 
190 novels. 


The Gold Box 
games are 
known for their 
challenging 
tactical combat, 
and Krynn adds 
new threats like 
Draconians that 
explode after 
being killed. 


The Krynn series 
is filled with 
iconic characters 
and set pieces 
from the books, 
such as Death 
Knights, flying 
islands and 
dragon battles, 
remaining a fan 
favourite. 


133 

























































CO 


Q) ^ 

O " ■ 


The Traveller 
tabletop RPG was 
first published in 
1977 and became 
quite popular in 
the 80s. It had 
several versions, 
like MegaTraveller, 
T4, T5, Mongoose 
and adaptations 
for Hero System, 
GURPS and d20. 


Character 
creation is 
faithful to the 
MegaTraveller 
tabletop ruleset 
and almost a 
game by itself; 
you can even 
die to injuries! 
It would later 
by mimicked by 
System Shock 2. 



dennar 


PRIlTlARY WEAPON 


Ammo 


CLIP 


TL1 


LASER PISTOL 




Fire 


Reload 


Throw 


SYSTEM 

EFATE 

PLANET: 

EFATE 


B ased on the MegaTraveller pen-and-paper RPG, 
The Zhodani Conspiracy brings one of the most 
complex rulesets in any video game. However, 
complexity doesn’t equate to quality, and much of the 
game is overshadowed by pointless rules, a cliche plot 
and a combat system that turns duels with laser rifles 
into a chore - a sin for any sci-fi game. 

Upon starting the game (and passing the 
multiple-choice copy protection test), players have 
the option of creating five characters from scratch or 
quick-starting with a pre-generated party. 

MegaTraveller offered one of the most extensive 
character generation process ever made. Hours can be 
spent here. After rolling (and most likely re-rolling) 
your attributes, your character can attempt to sign 
up for one of the five major services (Marines, Army, 
Navy, Merchant, and Scout), or enter the draff. 

Signing up for a branch is by no means assured: 
the Marines, for example, are quite difficult to enter 
and, even if you’re successfully accepted, there’s no 
guarantee that you won’t be pulling kitchen duty and 
peeling potatoes for a term - literally. 



For skill l choose a Skill Table 


Pee son al de vel op hie nt 

SPECIAL SKILLS 

Education 
Advanced education 


PHYSICAL 
+1 DEXTERITY 
+1 ENDURANCE 
VICE 
[DENTAL 


St De In In U fa 

|ft|7[q|B|fl|8| 

SCOUTS 


ELECTRONICS 4 
5RAV VHCL £ 
HANDGUN 0 
[HTERVIE'JL' 1 

jack/trade 1 
JEADER 4 

-IN&UISTICS 2 

HEDICAL 4 
-ILOT 1 

SENSOR OPS £ 
/ACC SUIT 


NAflC 

CREDITS 

TERiHS 5 AGE 50 

HITS VAL 


Each term you’ll learn new skills but, instead 
of manually selecting them, you choose a category 
and the game randomly gives you one of its skills, 
e.g., Personal Development might give you Physical, 
+1 Dexterity, Vice, Hand Combat or Blade Combat. 
Yet some of these can still have sub-options! For 
example, Vice can have you learning Bribery, Forgery 
and other types of skulduggery. 

After each term, you can choose to re-enlist or 
retire and become a mercenary. The longer you serve, 
the better trained your character, but serve too long 
and your stats begin to decrease due to old age - you 
might be expelled or even have an accident and die 
during character creation! Once you retire, you get 
one random benefit for each term served - bonus 
attributes, weapons, armour or simply some cash. 

With your party finished, a mysterious woman 
barges into a bar and hires you to deliver a disc with 
information that can end the ongoing war. You then 
leave the bar and get ambushed, starting under enemy 
fire with no time to prepare or learn the controls. 

To make matters worse, the combat is atrocious. 
Battles play in real time, but the interface is slow and 
only one character can be controlled at a time. This 
means your party will stand still while you awkwardly 
try to order one character to fire at the enemies. 

This was such an issue that Paragon Software 
made a patch for the game, changing the combat to 
allow players to pause and issue orders. Still, battles 
remain the worst part of the game - there are no tactics 
or useful feedback, you just shoot until someone dies. 
Moreover, hearing about a patch in a pre-Internet era 
was a challenge, so many players never saw the fixes. 

If you manage to survive - or flee - the ambush, 
the game finally starts properly and you’re free to 
explore the planet’s tiny city in a top-down view. 


134 











































Walking out of the starport without using a vacuum suit 
is a recipe for instant death in planets with no oxygen. 



Space flight was originally too hard, with variables like 
gravitational fields, and was patched to be more arcade-y. 


MegaTraveller s main quest is really just an excuse 
to gather money to upgrade your characters and ship 
for the endgame. In this regard, the game can be 
overwhelming, as every aspect is filled with options. 
Shops are packed with several types of weapons, 
armour, items and upgrades. You can enter buildings 
and talk to a few NPCs (though they wont say much), 
rent one of three unique vehicles to explore the planet’s 
surface or just travel to other planets and systems. 

The spaceport allows you to board your ship - or 
buy a new one. Also available are computer programs 
that increase your chance of evading attacks or allow 
you to jump between solar systems - yes, not only 
does your ship need to have a Jump Drive to travel, 
but it also needs the software to operate it! The 
computers themselves can also be upgraded to allow 
for more programs to run simultaneously. 

The spaceport also allows you to buy and sell 
commodities. Different planets have different prices, 
so its possible to start by playing as a trader. Another 
valid option is attacking other spaceships, destroying 
them and tractor-beaming their cargo. 



Your ship has eight stations that must be manned. During 
combat, for example, you need someone firing the guns. 



The sequel expands upon the first game, but doesn't fix 
glaring flaws like the terrible combat and useless skills. 


Where MegaTraveller falls flat is that most of this 
is wasted. The games quests, battles and exploration 
are bare-bones, with nothing that justifies having all 
these systems, e.g. why have over 30 weapon types but 
only a few enemies that all behave the same way? 

The game bolsters 85 skills, but the manual itself 
states that 25 are useless, left there for those who wish 
to use their characters to play the pen-and-paper 
version of MegaTraveller. Still, the remaining 57 skills 
are just as meaningless and can be mostly ignored. 

The sequel, MegaTraveller 2: Quest for the Ancients 
(1991), features a non-linear story that’s slightly better, 
but still has terrible combat and doubles down on the 
pointless complexity - now there are 125 skills! 

In the end, enjoying the MegaTraveller CRPGs is 
all about the illusion - if you ignore (or don’t realise) 
how pointless its systems are, you can dive into them 
and create your own enjoyment - trading, pirating, 
learning which weapons can be legally carried in 
each city, managing air tanks while exploring toxic 
atmospheres, etc. Whether they are meaningful or not, 
few games offer so many systems to play with. FE 


The Zhodani 
Conspiracy had 
an unusually high 
amount of patches 
for a 1990 title. 
First they added 
a pause feature 
to combat, and 
a second patch 
improved the 
interface and the 
space controls. 
These changes 
were included in 
the Amiga and 
Atari ST ports. 


135 









































































































men 

X "O 

o =■ 

Q) ^ 



In 1989 
Synergistic 
Software 
released J.R.R. 
Tolkien's War in 
Middle Earth, 
a very similar 
game to Spirit 
of Excalibur, 
but set in 
Middle-Earth 
and focused 
on large-scale 
battles. 


You can send 
multiple parties to 
explore the world 
and choose how 
to react to the 
various events and 
challenges they 
come across. 



I n Spirit of Excalibur you play as the mythical 
Knights of the Round Table, in a time after 
Arthurs death where the realm is in turmoil and 
needs saving. 

Harking back to a time where developers often 
mixed and matched genres, the game contains a bit 
of everything - exploration, strategy, adventure and 
RPG elements. You control armies in (simple) tactical 
battles, direct your multiple parties of knights around 
the campaign map in search of clues, quests and items 
you need to overcome obstacles. On the way you 
will meet many colourful characters to interact with, 
trading with some, getting information from others, 
helping the local populace and working to create 
alliances and get new knights to join. 

All this is done within a narrative divided into 
several episodes, with each containing an overarching 
objective, new NPCs and armies on the map and 
several side-quests you can choose to engage in or not. 

The amount of knights you can move out into 
the world, saving damsels and slaying dragons, is 
limited at first but as you conquer territory and solve 



quests, more and more knights and parts of Britain 
join you, giving you more manpower and leading to 
your ultimate goal of reuniting the land. 

Some knights have old rivalries and should be 
kept apart, others are of questionable moral fibre 
and may join the enemy, but mostly you’ll come to 
rely on only a few key knights, sorcerers and monks. 
Some will have an army under their command, which 
you’ll need to counter Saxon armies and robbers on 
the campaign map, but most knights you’ll employ 
in RPG fashion, facing opponents in single combat, 
supported by magic, potions and other helpful items. 

Spirit of Excalibur is divided into five parts, each 
containing a challenge to the realm that must be 
dealt with - in many cases swiftly and under severe 
opposition. Navigating through this in the most 
effective manner requires a lot of experimentation and 
a lot of restarts for each chapter. This is both part of the 
charm and the frustration of the game - it will make 
you work for its perfect ending and you will feel quite 
some accomplishment if you ever get it. 

Battles are relatively few in number, and many 
can be avoided. A nice touch is that you can mix and 
match multiple parties, directing each of them around 
the map as you please, completing multiple objectives 
such as countering enemy armies in several places at 
once or having quicker knights scout ahead, buying 
things from peddlers and gathering information, while 
your best party focuses on the storyline. 

I remember originally filing the game under 
adventure’, because while it has progressing stats 
and several ways to solve (some) situations, at its 
heart, the game is about exploration, puzzle-solving 
and above all, even for its time, trial and error. In its 
hardest parts you be under time constraints and need 
to do everything just right. 


136 
































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During army battles you can order individual troops to Vengeance ofExcalibur sends your knights to Spain, where 

perform tactical actions or use special items and spells. they'll meet Gypsies, Basques, Saracens and even Djinns. 


Losing certain characters or using key items 
before their ‘right’ time might get you through one 
episode, but make the game unsolvable because you 
needed those characters/items later. Needless to say, 
maintaining a save from both start and end of each 
episode is recommended. 

While the game has a problematic interface, 
horrid pathfinding and at times frustrating gameplay, 
I nonetheless remember my elation at finally ‘solving’ 
it, figuring out the puzzles and completing battles with 
strong knights equipped with the right items. The 
story is well-done, the world was beautiful for its time 
and the exploration, the curiosity to see what the next 
sleepy hamlet or gloomy ruin held, was captivating. 

The sequel, Vengeance ofExcalibur (1991) largely 
reuses the same engine and gameplay mechanics 
as Spirit. It moves the action to Spain, as a band of 
knights chase after a traitor who stole the artefacts of 
the realm. The game has improved path-finding and 
interface, making it potentially less frustrating, as well 
as markedly easier gameplay due to more linearity in 
the story and less trial and error. 


Locales are evocative however, and the game 
retains the attractiveness of its predecessor in exploring 
and fighting your way across a detailed and changing 
map, though you only control four knights and hardly 
need to split your party this time around. One new, 
nice feature of the sequel is the ability to import your 
knights from Spirit , complete with gear and stats. 

In summary, Vengeance is a smoother, more 
streamlined and linear experience, with a completely 
fresh setting, retaining most of what was good about 
Spirit , although failing to evoke quite the same level 
of fondness. Still, if you like the first, you will like the 
second as well - it is a charming game in its own right 
and certainly more forgiving than its elder brother. 

Both games are quite forgotten by now, but I see 
them as rough gems with lots of enjoyment to be had 
for the right aficionado looking for both challenge 
and atmosphere. As a child I stayed up many long 
nights playing, admiring the graphics and making 
up Arthurian lore of my own - as such, this series 
definitely sparked my imagination and still shines 
clearly in my memory decades later. CH 


137 








































































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The game's 
manual was 
stylised as a 50s' 
pulp magazine, 
covering its plot, 
items, tribes 
and enemies, 
as well as a fake 
expedition by 
the developers. 


Sovoge Empire 
features cut- 
scenes at key 
moments of the 
game, moving 
beyond the usual 
beginning and 
ending cutscenes. 


Getting around 
the huge valley 
can be tricky, as 
you'll have to 
pack food, fend 
off dinosaurs and 
navigate a maze¬ 
like landscape. 



A fter developing an expensive 16-bit engine 
for Ultima VI, Origin decided to use this new 
engine to produce a series of smaller scaled 
Ultima spin-offs, titled Worlds of Ultima. 

The Savage Empire was the first of said series, 
sending the Avatar to the Lost Valley of Eodon, a 
Land of the Lost- like world populated by primitive 
tribes and pre-historic dinosaurs, heavily inspired by 
pulp magazines and the Allan Quatermain novels. 



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The valleys numerous tribes all resemble various 
different ethnic groups from Earths past, including 
stereotypical African, Polynesian, Neanderthal and 
Asian cultures. Along with these human tribes and 
the aforementioned dinosaurs, The Savage Empire also 
features more fantastical creatures, such as a lizard-like 
tribe, Aztecan automatons and evil giant ant-people 
called Myrmidex - the games main antagonists. 

Your goal as the Avatar is to bring all the different 
warring tribes together to defeat the Myrmidex and 
bring peace to Eodon. In typical Ultima fashion each 
tribe expects you to accomplish some tasks in order for 
them to pledge their support. These tasks range from 
rescuing a chief’s daughter and blocking a lava flow to 
drugging a T-Rex and hanging a bell on its neck. 

The gameplay is very similar to Ultima VI - those 
familiar with it will feel right at home with the clunky 
UI, turn-based combat system and day-and-night NPC 
schedules. The new crafting system is robust, allowing 
you to skin animals, use ovens to bake clay pots and even 
grind sulfur, charcoal and potassium nitrate to make 
gunpowder. Another big difference is the magic system: 
the Avatar must make spirit offerings to cast a rather 
limited amount of spells (only nine in total). 

In The Savage Empire the Avatar wont meet his 
traditional companions from the main Ultima series, 
like Iolo, Dupre or Shamino. However, he’ll be joined 
by rather familiar-looking natives who just so happen 
to closely resemble his friends, such as Triolo, Dokray 
and Shamuru. He’ll also have the choice to romance 
the brave warrior Aiela or her adopted sister, Tristia - 
the first interaction of this kind in CRPGs. 

While Savage Empire is much smaller in scope 
than the main Ultima games, it still manages to retain 
the exploration, quest structure and semi-open world 
aspects of Ultima VI, offering a solid experience. M2 


138 






















































Y our girlfriend has disappeared, along with your 
best friend? Your life has gone to Hell? A lot of us 
have been there, I am sure, but Richard Seabornes 
Escape from Hell takes those moments literally, turning 
them into a unique RPG premise - a cross between 
Dantes Inferno and Bill & Ted's Excellent Adventure. 

You are Richard, and due to a powerful magic 
incantation, or perhaps for your unexplained sins, you 
suddenly find yourself alive in Hell. Your girlfriend 
and your best friend are somewhere around, too, so 
you need to find them - and escape. Not without 
taking revenge on Satan for playing such a trick on you 
first, though. Which means it is time to grab an anti¬ 
tank rifle, team up with Stalin and Hamlet, and show 
Satan what you are made of, the way RPG heroes do! 

Exploring Hell’s wasted landscape and banding 
together with (in)famous historical and literary 
individuals is, in fact, what Escape from Hell is all about. 
Indeed, seeing as the game’s difficulty is fairly low, the 
main challenge lies precisely in deciding who will join 
or leave Richard’s side. Mechanically, Escape from Hell 
is a simpler version of Wasteland : a top-down, turn- 
based RPG, with stats, skills (mostly combat-oriented, 
but sometimes not), and first-person fights featuring 
animated enemy portraits. 

Like many older CRPGs, Escape from Hells tone 
can get really wacky. (Remember Might and Magics 
roasted peasants or Wasteland's bunny master?) It 
stays tongue-in-cheek throughout and never gives a 
damn about setting consistency. If that sounds fun to 
you, then you will enjoy the game’s humorous design 
and often clever writing, and the way it thematises 
Hell’s bureaucracy and dynamics of power, among 
other things. It’s the kind of off-the-rails creativity 
that, in these days of post-Kickstarter nostalgia and 
the AAA RPG crisis, the genre seems to sorely lack. 


Sadly, due to EA’s all-too-familiar shenanigans, 
the game was downscaled and rushed out. Alternative 
endings, six further circles of Hell, a lot of individual 
quest chains, and an alignment system, all had to be cut. 
That often leads to loose ends, and ultimately prevents 
it from reaching true RPG greatness. And yet, even in 
the state that it shipped in, Escape from Hell remains an 
unorthodox and one-of-a-kind RPG, bound to remain 
in your memory long after you have beaten it. CB 




Hitler smiles/'You haye read my boo-k! 

I would be glad to join your party. I 
Hrjoui the two of us together ujilfbe 
unstoppable. He'll call ourselves the 
flub Powers of Hell. 11 You start to 
have second thoughts about Hitler. 


You can read 
an extensive 
interview with 
the game's 
developer at 
the RPG Codex. 


One of the 
game's unique 
mechanics 
involves using 
golden tridents 
to alter the 
environment or 
even travel in 
time. This helps 
compensate 
for the game's 
small world and 
present new 
challenges. 


Being set in Hell, 
the game offers an 
unusual variety of 
recruitable NPCs, 
such as Dante, 
Stalin, Genghis 
Khan, Hamlet, 
Spartacus, Juliet 
and Mozart, 
among other 
real and fictional 
characters. 


139 































rom 

n> *< 

3“ n> 

o o 




If you're having 
difficulties. The 
All-Seeina Eve is 
an automapper 
for the first 
two Eye of 
the Beholder 
games, that also 
provides some 
cheats and a 
character editor. 


The character 
system is 
presented as 
a full AD&D 
adaptation, but 
some stats and 
even classes 
are borderline 
useless. 


E ye of the Beholder was a point-of-no-return for 
me when it came to RPGs - it looked like a 
deep and complex game with stunning visuals 
and a gripping atmosphere. I had never heard of 
Dungeons & Dragons before this, and in hindsight Eye 
of the Beholder served as a wonderful entry point into 
that realm, not to mention other games like it. 

The intro blew me away as it laid down the 
plot: a party of adventurers is sent to look for an 
evil presence within the city of Waterdeep, and told 
to start in the sewers. The game mesmerised me so 
much that I didn’t stop to ask “Wait, sewers?” but was 
instead eager to start my adventure and see where it 
would take me. 

Eye of the Beholders character creation 
appeared both simple and complex at the same time, 
but it wasn’t until much later that I realised why 
that was; the developers decided to merely use the 
AD&D rules as a guideline instead of wrapping the 
game in them. Turns out that half of the main stats 
are useless and many smaller rules are either ignored 
or hidden from the player. 



Looking back on that I can imagine that hardcore 
roleplayers would be miffed, but to a newcomer like 
myself it was perfect. I did as the manual suggested 
and created a mixed party of four characters that 
could deal with whatever dangers lay ahead, knowing 
that I could recruit two NPCs in-game if something 
went wrong. 

Once the game starts it won’t take long to get 
immersed in the game’s atmosphere. Bare bones lie 
piled up in the corner and glowing eyes stare at me 
from a sewer grate. No music is played beyond the 
title screen, which left me only with environmental 
sounds to break the silence. After checking my gear 
and opening a rusty door I stood face-to-face with my 
first monster, a small kobold with a vicious glint in 
his eyes. I was familiar with games telling me in plain 
text what monsters I had run into, but here I saw first¬ 
hand that I was facing one murderous kobold, and 
that I had to act fast to deal with him as the game is 
real-time, after all. 

The game’s design firmly suggests that players 
figure things out for themselves. Except for a crude 
map of the starting levels, a compass in the UI and 
a few vague clues gleamed from the (mostly useless) 
manual, I was utterly on my own and trapped in 
a sewer. Even when I accidentally discovered that 
the game has hidden “Special Quests” I was mostly 
clueless as to how I found them. Not that I cared, I 
was having too much fun exploring. 

At first I thought my party would never meet 
anyone to talk to, but I was quickly proven wrong 
after I cleared the sewers. NPC interactions are just 
walls of exposition text, but sometimes I was given 
a choice like slaying an injured dwarf or sparing the 
drow leader’s life... not that any choices mattered in 
the long run. 


140 







































The various plot-locked doors and undetectable 
traps make the Thief class almost useless. 


Combat is real-time, inspired by Dungeon Master, but 
magic follows the AD&D rules and must be prepared. 




Eye of the Beholder 2 was an improvement in every 
regard, including much high-quality NPC artwork. 


Not even the large outdoor areas and fancy monsters 
could save EotB3 from being the weakest in the trilogy. 



Death was never far away, and while characters 
could be raised from the dead, there were few 
opportunities to do so. The early monsters didn’t pose 
much of a threat, but then I stumbled upon spiders 
that wiped out my party several times due to their 
poison. And that was just the start of my adventure... 

Around the time I first played EotB , the sequel 
Eye of the Beholder 2: Legend ofDarkmoon (1991) was 
already out. The sequel improved on the original in 
every way, and I could even import my EotBl party to 
EotB2\ What a joy I felt! 


When Eye of the Beholder 3: Assault on Myth 
Drannor was released in 1993, I snapped it up 
immediately, hoping for an epic conclusion to my 
adventures. What I got was a game that lacked 
the magic touch of its prequels. Turns out that the 
developer had parted ways with the publisher, which 
then had to finish the game in-house in a hurry. 

The result was a game more in tune with the 
AD&D rules, but not in a good way. Despite the poor 
third entry, the Eye of the Beholder series still stands 
tall, even after all these years. AV 


Ports & Remakes 

Eye of the Beholders success resulted in faithful conversions to the 
SNES and the SEGA CD in 1994 that added a new soundtrack by 
famous composer Yuzo Koshiro. Curiously, a new remake for the 
Game Boy Advance was made in 2002. This remake made various 
changes, such as employing the D&D 3rd Edition rules, adding 
non-comb at skills like Bluff and Intimidate, and even using a new 
isometric tactical combat, similar to that of the Gold Box games. 
Unfortunately, the slow combat and awkward interface don’t fit 
well, resulting in a mediocre game. 



141 







































































Cobra Mission 
was released in 
Japan in 1991, 
then localised 
into English 
by Mega tech 
Software in 1992. 


Battles require 
you to drag 
your weapon 
into the body 
part you want to 
attack, as many 
times as you can 
while the enemy 
attack charges. 


Cobra City is 
divided into six 
main areas you 
can explore. 
You'll spend a lot 
of time aimlessly 
walking around 
and fighting 
random battles. 


E rotic Japanese RPGs date back to the early 80s, 
before even Dragon Quest and Final Fantasy 
existed. Titles such as (roughly 

“Housewife Temptation”) had players be a salesman, 
visiting apartment blocks, fighting gangsters and 
trying to “score” with the ladies, way back in 1983. 

Cobra Missions claim to fame is being the first 
erotic Japanese game to be fully translated into English 
and released in the US, courtesy of Megatech Software. 
This was before the violence and sex controversies 
surrounding Mortal Kombat and Night Trap which led 
to the ESRB being formed, when game publishing was 
still a wild, new frontier. 



You play as JR, a hotshot private eye visiting 
Cobra City. You meet with Faythe, a childhood friend, 
and must help her to solve a kidnapping. The game 
is divided into six city areas, which you must unlock 
one by one, investigating the crimes in the area and 
defeating the local gang leaders. 

Cobra Mission is a rather crude Adventure/ 
RPG hybrid. You explore the city in a top-down 
perspective, visiting locations, talking to people, 
doing simple side-quests for money and searching for 
opportunities to ogle at naked ladies (such as peaking 
at a nude beach through a telescope). 

The problem is that most of the time you’ll be 
walking around aimlessly, with no clues whatsoever. 
And every few steps you’ll be thrown into a random 
encounter. Moreover, some events must be done in an 
specific order or manner (including the sex scenes!), 
forcing retries and more aimless walking. 

Combat is easy, but unique. To attack, you drag 
your cursor into the enemy part you want to hit - 
each enemy has different weak points. You must do 
this repeatably and as fast as you can, while the enemy 
charges a power bar to execute his attack. 

Oddly, the Japanese version has a standard 
JRPG turn-based combat. It was the team at Megatech 
who overhauled the combat and other parts of the 
game, adding more enemies, side-quests, sexy scenes 
and re-drawing many of the characters. 

Still, Cobra Mission is very mediocre. Its appeal 
came from novelty - an erotic game drawn in anime 
style made in distant Japan. For a teenager in 1992, 
it was a new, exotic and slightly off-limits treat. 

While standards are a bit higher today, it’s still 
a style of game Western audiences aren’t used to, and 
Cobra Missions “so-bad-that-it-is-good” charm might 
just be enough to warrant a look. FE 


142 





































































T he second (and last) erotic RPG to be localised 
by Megatech, Knights ofXentar was originally 
called Dragon Knight III The first two games 
in the series were simplistic first-person dungeon 
crawlers, but DK3 draws its inspirations from early 
Final Fantasy games, sporting a top-down perspective 
and a full party instead of a lone adventurer. 

The game continues right off where the previous 
ones left off. Having rescued a group of maidens 
from an evil witch, our hero Takeru (localised to 
“Desmond”) wakes up from his celebration festivities 
suffering from a horrible hangover. And to add insult 
to injury, a group of local thugs robs our hero blind. 
Takeru starts the game literally stark naked. A simple 
innocent quest to recover our hero’s stolen jewels and 
his magical sword soon turns into an epic endeavour 
involving high Heavens and lowest depths of Hell. 

You spend the majority of the time in a top- 
down 2D mode, exploring locales, talking to citizens 
and performing simple quests - with the game’s lewd 
humour keeping things interesting. While you can 
freely travel between locations, the game is relatively 
linear, with artificial roadblocks limiting progress. 

Combat itself is automatically resolved in real 
time, allowing you to occasionally interject using 
items and magic at the opportune moments. As in 
most JRPGs, itemisation is extremely simplistic, 
being limited to armour and weapon upgrades, while 
level-ups automatically increase your base stats. 

Overall, Xentar isn’t very challenging. Some 
stronger enemies may pose as temporary roadblocks, 
but most of the challenge can be eliminated by 
simply grinding random encounters until you match 
your foes. Throughout the game Takeru will also 
be meeting some familiar characters from the two 
previous games that will permanently join the party. 


While the game features explicit (and bizarre) 
sex scenes, including rape, its US release was barely 
noticed and Megatech soon folded. Critics were more 
concerned with the dated visuals and the “archaic 
gameplay mechanics” than the kinky contents. 

Despite the lukewarm reception, Knights of 
Xentar remains as something of an achievement. For 
many adolescents, it was their first introduction to the 
depraved world of Japanese adult gaming. HB 




Knights of 
Xentar was 
localised into 
English by 
Megatech 
Software in 
1995. Both a 
censored and 
an uncensored 
version were 
released. 


Combat is in real 
time and mostly 
automatic; you 
can only select 
character's 
behaviours and 
order them to use 
items and spells. 


Xentar's humour 
is its first noticeable 
aspect, as you are 
immediately robbed 
and forced to run 
around naked. 


143 














































Moraff's World 
has a rare trait: 
it supports 12 
different video 
modes, from 
4 colour CGA all 
the way to 256 
colour SVGA, 
which made 
it easy to run in 
any computer. 


Combat is 
turn-based and 
very simple. 
Fighters can only 
attack, but magic 
users have over 
100 spells at 
their disposal. 


Dungeon floors 
are random and 
massive. The 
game gives tips 
on the location of 
special enemies, 
but navigating 
towards them is a 
big challenge. 



C RPG fans that had access to the Internet in the 
90s might have seen one of Steve Moraffs games: 
Moraff’s Revenge (1988), Moraffs World (1991) 
and Moraffs Dungeons of the Unforgiven (1993), a trio of 
widely distributed shareware dungeon crawlers. 

Moraffs World is the best-known, but they all 
offer basically the same gameplay, with incremental 
graphical upgrades. Regardless, the series never goes 
beyond a crude Microsoft Paint- like art style. 




What really stands out in Moraff’s games is the 
four-way first-person view: you constantly see what’s 
North, South, East and West of you. There’s no “facing” 

- you can attack in any direction, and pressing the left 
arrow key moves you left, instead of turning. 

Gameplay is a blend of roguelikes and Wizardry. 
You create a character, choosing from eight races and 
seven classes, then delve into an enormous, randomly 
generated dungeon. You battle, gather XP and return 
to town to heal, level up and buy better equipment. 

There’s little variety in items or monsters, but it 
still makes for a surprisingly addictive loop, as you try 
to go as deep as possible, balancing risk and reward. 
There’s no real story or goal either, but there are floors 
where you can hunt a monster that holds a treasure, 
following simple hints like “Go East” or “Go North”. 

These floors are the game at its best. The sheer 
size of each floor and the countless hidden pits that 
drop you a few floors make navigation very tricky. 
You’ll have to think three-dimensionally, using the 
floors above and below to move towards your goal. 
The shareware version of Moraffs World offers four 
of these hunts, on the 4th, 8th, 12th and 16th floors. 

The registered version, however, has 200 floors! Not 
only does this become insanely repetitive, but it breaks 
parts of the game. Character progression stagnates and 
Fighters becomes useless, as spells are mandatory to 
quickly ascend and descent floors, teleport, heal, enchant 
and protect yourself from level-draining monsters. 

In an age when computers were still novel and 
retail RPGs like Ultima were expensive, Moraff’s games 
were accessible and seemingly endless. Perhaps the best 
way to understand them (and many 90s sharewares) 
is to compare them with mobile or browser-based games 

- some discard them as not “real” games, yet they are 
widely played, often more than acclaimed classics. FE 




































































F ate : Gates of Dawn is an obscure, superlative 
German game. It’s a first-person turn-based 
blobber with quite a few interesting features. 
You are able to control as many as four different 
parties with up to seven party members each - one of 
your parties can crawl through a dungeon level while 
another is in the city collecting rumours and a third 
one is out in the wild exploring the gigantic world. 

To do so, you’re able to recruit almost every 
(friendly) NPC you meet. Every encounter lets you 
choose from several menus - chatting, charming, 
joking, bragging, etc. Depending on several (maybe 
random?) factors the NPCs react differently to you, 
from being upset and leaving without a word, to being 
angered and attacking, or to starting to like you and 
wanting to join your quest. 

Combat encounters are done by menus too, and 
feel incredibly satisfying. The mix of 11 races and 31 
classes available to the player makes up for interesting 
party composition - you really have to think about 
it and have several parties to be able to prevail in the 
sometimes hard-as-hell combat situations. There is a 
total of over 150 spells to choose from, with characters 
being able to learn spells from different classes to 
satisfy all your character-building needs. 

The world itself is one of the largest in old-school 
games, brought to life by wandering NPCs and day- 
and-night cycles. Be it a magic well that replenishes 
your magic points, a hole in which you find an NPC 
that might join your party, or an incredible item - it’s 
full of things for you to discover. 

Then there are the dungeons, which are enormous 
too. There are several carefully crafted lairs, crypts and 
castles, riddled with complex puzzles, deadly traps and 
combat encounters that will all make you curse at the 
screen - but are very rewarding to complete. 


Fate also has nudity, which was censored in the 
English release. This version is rare, as few copies 
were made, but the game has since become freeware. 

I cannot overstate how large the game is; even 
playing it with a guide would still easily require over 
100 hours. If you enjoy large and complex RPGs, you 
should definitely play Fate. But I advise making good 
use of the eight save slots - there are multiple ways to 
completely screw up your game. SR 




Olaf Patzenhauer, 
Fate's creator, 
passed away in 
2011. He had 
created a sequel 
named Fate 2 as 
a private project 
and freely gave 
custom versions 
of it to a few fans. 


Perhaps due to 
German humour, 
there are some 
odd options in 
combat, such as 
closing your eyes, 
groping, mocking, 
or asking party 
members to kiss. 


Fate has a 
"cavetrain" that 
runs across its 
massive world, 
connecting the 
major cities. 


































































°,p 

S£8 



— <T> 


to 


Disciples of 
Steel was the 
only game from 
Texas-based 
Mega Soft. 
A sequel was 
planned, with 
greater focus on 
army battles, 
but piracy, poor 
sales and fierce 
reviews ended 
the series. 


You explore the 
world map and 
its various towns 
in a top-town 
view, but the 
towns are huge 
and mostly 
empty, with no 
real NPCs besides 
stores, inns and 
temples. 



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I f an RPG is announced today, no matter its form or 
setting, one can assume it will have certain elements: 
meaningful character development; a rich backstory; 
combat that offers a variety of tactical options; a full 
inventory of weapons, armour, and accessories; dialogue 
and role-playing encounters; a large explorable game 
world; a variety of quests and, side-quests; etc. These 
elements have become so codified in what we understand 
as a “role-playing game” that even its sub-genres, such as 
roguelikes, have found ways to incorporate them. 

There were no such assurances in the 1980s 
and early 1990s. The decade was full of games that 
excelled in one area or another but rarely presented 
a complete “package” of role-playing elements the 
way that the players of today might understand them. 
Ultima , for all its strengths, never had an excellent 
combat system, while Dungeon Master and its clones 
could never tell a coherent story. 

Disciples of Steel offers such a complete package. 
Its a bold game, ambitious beyond the capabilities of its 
year. It does so many things that, even though it gets a lot 
of them wrong, there’s still an awful lot that it does right. 



A fully voiced intro with animated graphics sets 
up the backstory. Twelve years ago, a horde of ores 
appeared and, to counter the threat, the kingdoms of 
Lanathor united under the banner of warchief Ustfa 
Nelor and his elite Disciples of Steel. Although they 
drove off the hordes, it was a Pyrrhic victory, as few 
Disciples survived, and they all disappeared on the 
return journey. The game casts the player as Nelors 
step-son, encouraged by a mysterious sorceress to 
reform the Disciples and destroy evil for good. 

You start by creating a party of eight characters. 
For most of its mechanics, the developers were heavily 
inspired by SSI’s Wizards Crown (1985). The similarities 
exist in the types of races (human, dwarf, elf, half-elf, 
gnome, halfling, ogre, and troll) and classes (Warrior, 
Knight, Priest, Mage, Illusionist, Rogue, Monk, Ranger, 
and Blacksmith), their associated skills and the basic 
mechanisms of magic and combat. 

Thus, combat is wonderfully tactical. It takes place 
on a top-down grid full of enemies and obstacles, with 
characters acting in order of initiative and possessing a 
huge number of actions - moving, attacking, casting, 
scanning the battlefield, equipping items, hiding, 
picking up items, performing first aid, aiming to 
improve the chance of hitting the next round, etc. The 
several dozen spells divided among the game’s three 
spell-casting classes - all of which give you the ability 
to adjust the number of points channelled into them - 
only add to the tactical options. 

Then there’s a myriad of other nuances - weapons 
and armour can take damage and break; weight and 
encumbrance greatly affect combat ability; individual 
body parts can be injured and must be treated separately 
from hit points, etc. Moreover, buying and selling items 
is governed by a complex bargaining system, and the 
economy itself is far more advanced than other RPGs. 


146 


















Characters in Disciples of Steel have eight stats and 22 skills, 
which are increased by directly spending experience points. 



Combat occurs on a tactical map with terrain and obstacle 
considerations, e.g. you can lock a door to divide the enemy. 



Dungeons are explored in first-person mode, with a handy 
automap and room descriptions that set the atmosphere. 



Once you gather allies (or subdue them), the game reveals 
strategy battles inspired by SSI's Sword of Aragon (1989). 


Understanding these systems is vital, as Disciples 
is a very hard game. You start with little direction in a 
hostile environment. All areas and dungeons are open 
at the outset, so its easy to stumble somewhere you’re 
not ready to be—and that’s just about everywhere. A 
new player might lose four out of five beginner battles, 
and it takes about a dozen hours to stabilise the party 

Once you’re feeling ready, you should visit each 
of the nine kingdoms and solve a series of quests for 
each king. The quests vary considerably in length and 
difficulty, and many intertwine. Reaching the end of a 
king’s quest line results in the king either agreeing to 
ally with the Disciples when the Big Battle comes or 
actually turning over the kingdom to the Disciples, 
letting them set tax rates and raise and equip armies. 

At this point, an entirely different side to an 
already complex game becomes available: the ability 
to field large armies and attack other kingdoms on a 
strategic map. You move stacks of troops against their 
opponents, observing equipment, morale, and terrain. 
That such a complex system is basically optional is one 
of the amazing things about Disciples of Steel. 


The game even offers the ability to skip the quest 
threads entirely and just assassinate the various kings 
and queens and take over their kingdoms. This involves 
storming their castles and slaying their guards - an 
extremely hard battle, but absolutely winnable. 

You can win the game in three ways: kill the 
evil wizard Variz in his dungeon with your party 
(a traditional RPG path); wait until the “Armageddon” 
date when Variz leads his forces against Lanathor 
and defeat him with your armies (a strategy path); or 
conquer each of the enemy cities before the deadline. 

However, to be a fan of Disciples of Steel - and I am 
an unequivocal fan - is to forgive an awful lot of things. 
There’s a food and water metre that never budges, 
useless conversation options, a “search” function that 
never finds anything, skills and spells that have no use, 
a poor manual, many bugs, an unsatisfying ending, etc. 

And yet, despite failing in so many things, 
Disciples of Steel performs excellently in the core 
areas that make a good RPG - tactical combat, magic, 
equipment, character development, and quests - and is 
thus enormously fun to play even today. CHB 


Disciples of Steel 
was heavily 
criticised for its 
initial difficulty, 
so developers 
released an 
update in which 
characters start 
with 1,000 
experience 
points to spend. 


























Ore Harrier 

Ore Warrior 



Scorpia, the 
renowned video 
game journalist, 
wrote a harsh 
review of M&M II. 
As revenge. New 
World Computing 
added a poisonous 
monster named 
after her to 
M&M III. 


Enemies, traps 
and points of 
interest are now 
visible in the 
distance, allowing 
for ranged 
combat and a 
more engaging 
exploration. 


Instead of the 
classical name 
list, M&M III 
displays portraits 
of your party 
members at the 
bottom of the 
screen. Their 
expressions 
change as they 
take damage or 
suffer conditions. 


O ne of the most remarkable things about the 
Might and Magic series is how New World 
Computing kept innovating on each title. 
Might and Magic III: Isles of Terra is a good example 
of this, with several changes from its predecessor. 

As soon as you start, you’re greeted by colourful 
VGA graphics, rich sound, a fantastic mouse-based 
interface and several quality-of-life improvements, 
such as the ability to save the game anywhere. 




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Gameplay-wise, the most important addition 
is that now enemies are now actual entities roaming 
the map, rather than just being random encounters 
that spawn out of nowhere. You can see them from a 
distance and even engage in ranged combat; sometimes 
this is essential to defeat certain enemies with the ability 
to kill party members in one blow, but it can prove to 
be deadly against enemies such as dragons. 

You start your adventure by creating a party of 
six characters, choosing between five races and ten 
classes. You can also hire two NPCs, who will ask for 
daily wages to accompany you. Isles of Terra features 
many new skills and equipment pieces (which now 
have durability), plus a new realm of Nature magic, 
expanding upon the series’ character system. 

Once ready, your party sets off to fight against 
Sheltem, your antagonist in previous titles, who must 
now be defeated in his own homeworld of Terra. The 
quest is very open and can be completed in different 
ways, which gives you a chance to leisurely explore a 
huge world full with secrets, riddles, tough challenges 
and good humour, plus the rapid and explosive power 
growth the series traditionally offers. 

Exploration is another of the signature marks of 
the Might and Magic series, and one of the strongest 
points of Isles of Terra. Each location feels unique, 
monsters are extremely varied and constantly present 
different challenges that you can’t just defeat by brute 
force. Despite the massive power inflation there 
seems to always be a good item upgrade to be found 
that makes you smile greedily - which you’ll certainly 
need, because the game is very tough. 

This balance between rewarding your curiosity 
and punishing your carelessness is where Isles of Terra 
excels, maybe offering the most satisfying exploration 
in the whole series. DB 


148 






















































I ts 1893. Percival Lovell builds a space cannon to 
fire a team of trained volunteers to Mars. Instead, 
sabotage sees it fire during the World’s Columbian 
Exposition, while half the Victorian eras greatest 
minds are aboard. Jump to 1991. The Avatar receives 
a mysterious book, explaining how the Orb of the 
Moons can also be used to travel through time, and a 
desperate plea to join the other half of the Victorian 
eras greatest minds on a rescue mission. 

Martian Dreams has many problems, many of 
them the fault of the already clunky and ugly Ultima VI 
engine, and for most of the rest the fact that Mars isn’t 
the most visually exciting of locations. It’s easily one of 
Origin’s best ideas though, and full of ideas deserving 
a remake. The combination of real history and classic 
sci-fi, with several drops of Ultima for good measure 
worked in superbly, even before the amusement of 
elements like the Gypsy character creation system 
replaced with psychoanalysis by Sigmund Freud. (“Ja, 
ja, I am thinking you are sounding like great mage...”) 

Aside from its regular combat sequences, Martian 
Dreams is as much an adventure as it is an RPG, with a 
very linear path. Much of the plot revolves around the 
fate of the Martians, ignoring the fact that the Avatar 
actually went there already back in Ultima II, and it’s 
a decent story, spoiled only by the fact that the limited 
dialogue system doesn’t allow for working alongside 
the likes of Tesla and Roosevelt and Nelly Bly to have 
the character it really needed. 

When it hits its peaks though, it offers some 
great moments. A definite highlight is when the 
game’s villain declares that even with the Avatar’s new 
ability to summon items from dreams - essentially, 
the Martians are in a dream version of The Matrix - 
humanity won’t be able to imagine a weapon capable 
of stopping him for a hundred years or more! 


Being a time-traveller and a time-traveller from 
Texas at that, the Avatar wastes little time before casually 
whipping up an M60 machine gun out of thin air. 

To some extent, this kind of moment almost 
makes trying to play Martian Dreams more frustrating. 
It was a good game in its time, but now it’s hard to see 
past the gulf between what it is and what its ideas 
deserved. They’re all there for the stealing though, and 
well worth a second outing. RC 



Perhaps your mother was too do mil 
your childhood, thus the reason f 
aggressive tendencies. 



Instead of 
creating your 
character with 
the Gypsy 
and her 
cards/potions, 
you answer 
questions from 
Sigmund Freud. 


The Avatar will 
be joined by 
many great 
personalities 
from the 
Victorian Era, as 
well as the alter 
ego of a certain 
game developer. 


149 








































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Bt Builder is 
an open-source 
implementation 
of the Bard's Tale 
Construction Set 
A build under 
development is 
available at www. 
identicalsoftware. 

com/btbuilder 


The map editor is 
the game's best 
feature, with 
four tilesets, a 
powerful tool for 
creating events 
and the option 
to quickly test it 
while you build, 
the maze. 


You can edit the 
stats of items, 
monsters and 
spells to create 
new ones, but 
you can't edit 
the rules behind 
them or add new 
ones, limiting 
your options. 



T he Bards Tale series was a hit back in the mid- 
80s, adding colourful graphics and a light¬ 
hearted atmosphere to the classic Wizardry 
formula. But was a short-lived one, as the series ended 
in 1988 due to a legal dispute between interplay and EA. 

Meanwhile, the genre kept moving forward, with 
titles like Dragon Wars , Might and Magic III , Wizardry 
VI , the Gold Box series, etc. Yet, in 1991 Interplay 
returned to Bards Tale - this time with an editor! 



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Unfortunately, its a rather sad return. The goal 
was to allow players to make their own RPGs - they 
can even export them as stand-alone games - but the 
editor suffers from severe limitations. Races, classes 
and stats cant be changed at all - you’re stuck with 
the Bards Tale rules. And while you can create custom 
items, spells and monsters, the variables are so limited 
that even recreating the original Bards Tale I would 
be impossible. The graphics, while good-looking, 
lack variety, allowing for few interesting encounters. 
Overall, there just isn’t enough flexibility to create 
anything other than a lesser Bards Tale clone. 

In fact, the Construction Set came with its own 
sample scenario, Star Light Festival , which was just 
that - an inferior Bards Tale game. Slow, grinding and 
with none of the series’ original creators or charm, it 
felt out of place next to the great RPGs of the era. 

The killing blow came with the arrival of SSI’s 
Forgotten Realms: Unlimited Adventures (1993), a much 
more powerful editor for the popular Gold Box series. 
From that point on, anyone still interested in creating 
their own RPG had no reason whatsoever to choose 
The Bards Tale Construction Set. This is particularly 
noticeable in how rare fan-made modules are. 

Searching online, the only surviving modules are 
The Bards Lore 1 and 2, created by John H. Wigforss 
in the late 90s, and The Bards Quest: Dungeons of the 
Unknown (1994), by Visionsoft. The former are simple 
games full of jokes and pop culture references, while 
the latter is nothing more than Interplay’s Star Light 
Festival module repacked with a new name - possibly 
to be shamelessly resold as a stand-alone game. 

As such, while there are still communities for 
Unlimited Adventures and even for older games like 
Eamon , the Bards Tale Construction Set never took off, 
and now lies completely forgotten. FE 


150 































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FALLS ASLEEP 


Stormfront Studios, 1991 
MS-DOS, Amiga and C64 



T he Savage Frontier duology is another entry 
in SSI’s fabled Gold Box series, usually one 
people play only after they’ve gone through 
every other Gold Box game. This is kind of backwards, 
as the first game, Gateway to the Savage Frontier , is 
probably the best entry point to them overall. 

Difficulty is pretty low at first, but after that you 
get an epic scavenger hunt that offers a lot of content 
and just hits all the right AD&D adventure buttons. 

The game is basically a grand tour of the Savage 
Frontier, a region of the Forgotten Realms , with each 
of the cities you visit acting as a mini-adventure, until 
you reach the big and satisfying finale. For me, that was 
the biggest draw of the game. It’s not overly ambitious 
in terms of complex mechanics or storytelling, but 
it really captures the fun of a long-running RPG 
campaign that starts small and slowly ups the ante. 

While Gateway showed that Stormfront Studios 
had a good grasp of the Gold Box engine, it’s really the 
second game, Treasures of the Savage Frontier (1992), 
where they came into their own. It’s where they really 
stretched their coding muscles and improved a lot of 
the series’ various gameplay elements. 

Treasures enhances the overworld map with 
weather effects (conveyed by text messages), different 
movement speeds and increased encounter rates 
based on the terrain type. Only roads and waterways 
are safe. The further along you get in the game, seasons 
change, with graphical changes to the overland map 
and inside cities. There are rudimentary side quests, 
while some of battles become more dynamic, with 
enemies getting reinforcements if you don’t beat the 
main force fast enough. 

Still, the most famous “improvement” to the 
gameplay is that, like Worlds of Ultima: The Savage 
Empire before it, Treasures contains a romance plot. 


More than just titillation, if one of the smitten 
partners gets killed, the other goes into a rage until 
the end of the fight. And later on, if the party doesn’t 
support the romance, you lose the NPC and your main 
character has decreased combat effectiveness. 

While often overlooked, the two Savage Frontier 
games offer the chance of following your adventurers 
through a long and varied campaign, with a big climax 
that makes it all the more fun to play. JG 


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RESS BUTTON OR ENTER TO CONTINUE 


Stormfront 
Studios made 
three Gold Box 
games for SSI: 
the two Savage 
Frontier games 
and the original 
Neverwinter 
Nights (1991), 
the world's first 
multiplayer 
online RPG 
with graphics. 


The large 
overworld map is 
one of Gateway's 
defining features, 
and was expanded 
in Treasures, with 
weather effects 
such as snow 
slowing your 
characters down. 


Treasures of 
the Savage 
Frontier has two 
romanceable 
NPCs. Which 
one you gets 
depends on your 
lead character's 
gender, and 
they can directly 
impact gameplay. 


151 








































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Dos Schwarze 
Auge was first 
released in 
Germany in 1984, 
but it was only 
translated into 
English in 2001. 
Blade of Destiny 
was translated 
by Sir-Tech and 
published in the 
US in 1993, but 
they renamed 
the setting 
to Realms of 
Arkania. 


You should 
prepare carefully. 
Carry water, food, 
ropes, tools, herbs 
and torches, 
take care of your 
weapons and 
bring blankets and 
warm clothes for 
cold areas-or 
you'll get sick. 



T o understand the effect the Realms of Arkania 
trilogy had on the German market, one has to 
look back at the state of tabletop role-playing 
games in the early 90s in Germany. 

Back then, Das Schwarze Auge (The Dark Eye) 
- the German answer to Dungeons & Dragons - was 
deep in its prime. Huge shelves of TDE books lined 
not only specialist hobby stores, but every toy store in 
Germany. Even today it remains the country’s most 
successful RPG franchise by a great margin. 

After cutting their teeth with a few small CRPGs, 
Attic Entertainment got the TDE licence and created 
a game that was as faithful to the tabletop game as 
possible - exactly what fans at the time wanted. 

In Blade of Destiny , players are pitted against 
the threat of an invasion of ores into medieval 
Scandinavia-lookalike Thorwal. To repel them, the 
heroes have to find the titular Blade of Destiny. Of 
course, this being a video game, there is a map leading 
to the sword; a map that has been split into many 
parts and strewn across the land. You get your first 
rough directions, then off you go. 



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After the intro, you’re free to do whatever you 
like. Exploring is split between towns and dungeons, 
seen in a first-person view, and a 2D overworld map 
where you choose your travel destinations. 

Travelling is a big part of the game. Your journey 
is shown by an Indiana Jones-style red line on the 
map and occasionally interrupted by events presented 
in CYOA fashion - “Do you help the injured Elf?” -, 
as well as ambushes and random encounters. 

For the turn-based battles, the game switches to 
an isometric view. Characters receive action points, 
based on their individual speed and how much 
armour they carry. These points can be used for 
everything from various types of attacks, to spell¬ 
casting, to movement and inventory management. 

How faithfully the game adhered to the tabletop 
game’s background and ruleset is still impressive 
after more than twenty years. The developers worked 
closely with the designers of TDE and everything - 
from the dice-based character generation to the skill 
set and the huge spell list - was lifted directly from 
the tabletop game, with only a few concessions and 
adjustments (for better or worse). 

Thus, you’ll deal with an overwhelming amount 
of stats: 14 attributes, 52 skills and 48 spells, plus 
derived stats. Each spell has its own proficiency level, 
and skills cover everything from herb-collecting to 
haggling to ancient tongues. Creating the six members 
of your party can take a long time - and yes, it’s very 
easy to waste points on things you’ll never need. 

The game also demands a lot of micromanaging, 
from food and drink to carrying suitable clothing for 
a northern climate if you don’t want your heroes to be 
struck down with illness. And every time you camp 
on the road you’ll have to assign who will hunt, heal 
the injured, the guard shifts, hours of sleep, etc. 


152 
























"The area where these games truly 
excelled, in my opinion, was the 
micromanagement of characters. 

I know, it sounds bad, but for many 
players this is what they were 
looking forward to. We wanted to 
make the most hardcore RPG out 
there, and I think we succeeded, 
all the way down to making sure 
players were feeding their characters 
on a regular schedule. Naturally, this 
kind of level of detail did not sit well 
with everyone." 


- Guido Henkel, 
Blade of Destiny's producer 





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□ USE ITEM 

□ DROP ITEM 
□CHANGE WEAPON 
□EXCHANGE ITEM 
□CHECK VALUES 

WAIT 

□COMPUTER FIGHT 
QUIT AND RELOAD 


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Each turn your 
characters have a 
limited amount of 
movement points 
available, which 
dictates how far 
they can walk and 
what actions they 
can perform. 


Unfortunately, what was a huge selling point 
for tabletop veterans made things difficult for new 
players. As a TDE player, you knew all the tricks and 
exploits. As a newcomer, you were often left to your 
own devices, constantly flipping through the manual. 

Still, the strength of the game has always been the 
setting. Digital Thorwal is dripping with atmosphere, 
with detailed text descriptions, small illustrations and 
countless Choose Your Own Adventure segments. 
Some of the texts are simply nonsensical jokes, but 
most of them are well-written pieces that immerse 
you in the setting. And the intricate (and often 
unforgiving) rules help ground you in this land. 

And boy, its a huge land. The main story is not 
too interesting, but there’s just so much to explore! 
You can travel through forests, climb mountains, 
delve deep into various dungeons, eradicate a pirate 
village, set sail with a ghost ship, etc. Wherever you 
go, there’s always something interesting to find. 



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Towns and dungeons in the original game are explored in a 
step-based first-person mode - but the sequels are fully 3D. 


After the success of the first game, came the 
sequels. Star Trail (1994) is commonly held as the high 
point of the series and adhered closely to the concept 
of its predecessor, while also adding a better dialogue 
system, fully 3D towns and dungeons and other 
upgrades that made the experience more satisfying. 

The third game, Shadows over Riva (1996), 
removed the overland travel altogether and took place 
in a single, well-realised and fully fleshed-out city, with 
a more elaborate plot. It also used its CD-ROM format 
to add pre-rendered backgrounds and voiced cutscenes. 
Moreover, a party created in Blade of Destiny could be 
carried over the entire trilogy, in a truly epic journey. 

After that, the Northlands fell into silence. There 
have been ill-fated attempts to revive it, but the boom 
of tabletop role-playing games had already passed. 
Still, from time to time, I can feel the temptation to 
return to Thorwal, to meet its people and explore its 
lands. If only I could remember the rules. Tl 



The third game has great art and many Ul improvements, 
but arrived in the US only in 1997 and was seen as outdated. 


In 2013 a 
remake of Blade 
of Destiny was 
developed by 
Crafty Studios, 
but it was 
incomplete on 
release, with 
severe bugs 
and translation 
issues. It has 
been heavily 
patched since, 
but it's still 
a crude and 
poorly-made 
title. Stick to the 
original trilogy. 


153 





















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*A port of Ultima 
Underworld was 
released for the 
PS1 in 1997, 
which replaces 
enemies' sprites 
with 3D models. 
Oddly, this version 
was only released 
in Japan. 


The icons on the 
left allow you to 
talk, grab, look, 
fight and use. 
There are also 
several types of 
attacks depending 
on your mouse 
movement. 


K nown as the first “true” 3D commercial RPG, 
Ultima Underworld and its sequel were ahead 
of their time in many ways, full of stand-out 
ideas and innovations. So much attention is devoted 
to the pioneering technology, long ago rendered 
obsolete, that the other exceptional features of this 
classic PC game series are often ignored. 

Of course, the free-moving 3D was ground¬ 
breaking even when compared with Wolfenstein 3D , 
released later in 1992. Where the precursor to Doom 
offered only flat, featureless floors and 90-degree angles 
in exchange for fast gameplay, Underworld featured 
fully texture-mapped environments with angled walls, 
slopes, cliffs, rivers of swimmable, flowing water and 
dangerous lava - all governed by a physics system that 
influenced all moveable objects. 

In spite of the 3D graphics being confined 
to a limited window size for rendering speed on 
early systems, the environments in Underworld are 
immersive and complex. The floors and walls are 
littered with interactive elements, from pull-chains and 
levers to edible plants and hallucinatory mushrooms. 



The story is a paint-by-numbers affair that starts 
with the player’s character - unrecognised as the 
Avatar of Virtue - being locked into the Stygian Abyss 
to prove his or her innocence by rescuing the Barons 
daughter. The titular Stygian Abyss is only eight levels 
deep, but the sprawling, detailed levels traversed at 
methodical pace represent hours of play each. 

For me, the real story is the environment and 
the dialogues about the history of the Stygian Abyss 
- a noble attempt to build a peaceful utopia turned 
into a hellish nightmare of bickering, isolated factions 
scraping a minimal survival. Throughout the dungeon 
are the remains of past battles and events. Combined 
with the stories of the denizens and scrawled notes, 
the players own imagination builds a history and a 
new story with the player’s character as interloper. 

There’s something about this claustrophobic 
environment that remains compelling even today. The 
confines of the dungeon and the limited resources 
within define the player’s entire world. The details are 
important: the quality and ownership of equipment, 
the freshness of the food, the composition of the floor, 
the apparent flaws in the wall texture indicating a secret 
passage, the apparent mood of the creature down the 
hall, and much more. Like the core Ultima games of the 
era, the interactivity with the world was far beyond that 
of most RPGs before and even since. 

No shops or merchants exist within the depths 
of this dungeon. There are several creatures inclined 
to trade, but within the Abyss the barter system 
rules. The creature type, disposition, and hints about 
their preferences dictate the value of trades, not an 
arbitrary gold-piece value. Not only does this make 
sense and feed the narrative, but it also makes the 
other characters more interesting. Simple as it was, 
their likes and dislikes impacted the player’s world. 


154 




















"We had a huge advantage in 
that even though we were trying 
to make a hybrid game and we 
were trying to figure out what a 
dungeon simulator was, we had all 
the Ultima-ness of it to fall back 
on. Sure, we were inventing how to 
move and how to swing your sword 
and all that stuff, but at the end of 
the day it was an Ultimo. You talk, 
you get, you drop, you combine 
reagents, you use runes." 

- Doug Church, 
Ultimo Underworld's programmer 



You can talk, bribe 
and barter with 
various creatures 
in the Abyss. 

The Lizardmen, 
however, require 
you to first learn 
their language, 
word by word. 


Perhaps because the team was, as a whole, fairly 
inexperienced in game development, the puzzles and 
challenges possess a raw, rule-of-cool wildness that, to 
me, feels like the sort of thing a human game master 
in a tabletop RPG might come up with just because it 
sounds like fun. One section of a level is mapped like 
a Pac-Man maze, requiring the player to pick up blue 
nuggets pursued by a ghost. To communicate with the 
Lizardmen, the player must learn their language a bit 
at a time. Many challenges are open-ended, allowing 
the player several methods to accomplish their goals 
using the rules systems and 3D environment. 

More innovations and improvements to the 
genre are sprinkled liberally throughout the game, 
including a beautiful automap that allowed free-form 
note-taking, an early faction system, and even some 
limited crafting. While limited by the technology of 
the day, its design would still be considered ambitious 
for anyone but a major AAA studio. 



The game features 48 spells like Levitate, Telekinesis and 
Stealth, cast by combining runes you find across the Abyss. 


Ultima Underworld II: Labyrinth of Worlds 
(1993) appeared shortly afterwards, providing a 
number of incremental improvements. The story was 
more carefully crafted and integrated as a follow-up 
to Ultima VII. Characters had more to say, and what 
they said and did would change as events transpired. 
The game offered a cleaner interface, better balance 
and technology. And, in spite of the extremely tight 
development schedule, it still retained the fundamental 
gameplay, feel, and creativity of the original. 

Together, these games provide some of the best 
dungeon-crawling experiences to be found on the PC, 
something too often forgotten in their chief claims to 
fame of being the first “true” 3D RPGs. Pioneering 
and primitive they may be, but, not far beneath the 
VGA graphics and clunky interfaces, the games 
conceal wonderfully visceral dungeon exploration still 
well worth playing today. Come prepared to kiss the 
sunlight and outdoor air goodbye for a while. JB 



Ultima Underworld II sends the Avatar to multiple worlds. 
They are all underground, but offer some graphical variety. 


In the Masters 
of Doom book, 
it's revealed 
that John 
Romero and 
Carmack were 
inspired by 
an Ultima 
Underworld 
demo to make 
Catacomb 3-D, 
which later led 
to Wolfenstein 
3D and Doom. 


155 






























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New World 
Computing 
released an 
enhanced CD 
version of 
World of Xeen 
in 1994 that 
added new 
voiced content 
to the game. 


Side-quests 
usually are very 
simple, based 
on finding an 
object or killing 
a specific enemy. 
But they are 
creative. 





♦ W# 


New World Computing, 1992 
MS-DOS, Mac and PC-98 


M ight and Magic: World of Xeen is actually an 
adventure composed of two distinct games: 
Might and Magic IV: Clouds of Xeen (1992) 
and Might and Magic V: Darkside of Xeen (1993). 
Played separately, these games are typical Might and 
Magic games, but when both are installed in your 
computer they combine into a continuous experience. 

Xeen is a flat, square-shaped world, and on 
each game you explore one side of the planet - first 
defeating the infamous Lord Xeen on the Light Side, 
then battling his master, Sheltem, on the Darkside. 
Magical pyramids spread across the land allow you to 
travel between both sides, exploring each at your own 
pace. Furthermore, World of Xeen adds a new batch of 
quests, requiring you to face challenges across all of 
Xeen to reach the games true ending. 

World of Xeen is the ultimate 2D game of the 
series before the move to 3D in Might and Magic VI 
and beyond. It was also the last game that New World 
Computing published independently before being 
acquired by The 3DO Company. As a game developer, 
I find the games like Xeen at the cusp of a transition to 
be particularly interesting. 



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Spring Druid 


I on the Spring Druid. I require 
the lost snowflake of Winter 
before 1 con give you the Last 
Raindrop of Spring and your 
reward, Without the Snoufloke I 
cannot end Winter. 


Xeens production values show that New World 
Computing wanted a grand game. The art is lush and 
detailed, the world is massive by any standard, there 
were voiced cutscenes not often seen, and the fact 
that the two entire games combined together to form 
a complete game set it apart from any other RPG. 

Gameplay-wise, World of Xeen is a direct 
descendant of prior Might and Magic games and 
borrows many mechanics, particularly from the third 
game. You create a party of six characters of various 
classes and races. You have a standard selection of 
weapon users, spell slingers, and hybrid classes that 
can use heavy gear and spells. Your race choice gives 
you some benefits and penalties in the short term. 
Advancement comes from gaining new levels, as well 
as acquiring skills to help you in your adventures, 
such as Path-finding, Swimming and Linguistics. 
Items created by combining base types with random 
attributes also add to character power. 

Power inflation is the hallmark of the Might and 
Magic games, and you see it clearly here. Your party 
starts out weak, but magical items and temporary buffs 
to statistics, hit points, or magic points can make any 
party’s orders of magnitude more powerful. While this 
seems silly, it allows for the player’s knowledge to give 
advantages that simply grinding levels could not. This 
power inflation also makes it so that the adjustments 
you got from your starting character choices have less 
of an impact at the endgame. 

Movement and fighting are the usual grid- and 
turn-based affairs of first-person RPGs at the time. 
Characters with ranged weapons and spellcasters can 
fire at enemies approaching from a distance; but, be 
warned, enemies can do the same. Knowing how to 
move and not expose yourself to attacks can be the 
difference between victory and defeat. 


156 






























"I have always felt the game 
systems I created were very robust, 
probably the biggest strength of 
the games and still hold up today. 
Plus the free-form nature of the 
game worlds is very appealing. [...] 
Although I have a special fondness 
for Might and Magic / since I did 
the entire game myself, I would 
still have to say World of Xeen was 
my favourite and the pinnacle of 
the game systems, universe and 
conclusion to the original story." 


- Jon Van Caneghem, 
Might and Magic's creator 



The land in each game is large, with 24 map 
locations, each of which are 16x16 squares. On top 
of all this explorable area, there are ten towns, castles, 
and dozens of dungeons to explore. Progressing across 
the map often requires your characters to cast certain 
spells or to learn special skills mentioned previously. 

There are plenty of exotic places to visit. The 
gorgeous physical maps included with the games 
show a wide variety of biomes: huge deserts, lava 
lakes, dense forests and frozen expanses. In addition, 
there are fantastical places where you can levitate over 
clouds and walk along roads in the sky. The game feels 
like a heroic sword-and-sorcery story, with different 
elements thrown together in a hodge-podge of fun. 
The important part is the adventure, not necessarily 
any thematic or logical consistent with the “real world”. 

The puzzles are particularly interesting, as they 
tend to rely on knowledge outside the game and can 
be daunting to non-English speakers. 



The game has a unique visual style, using an iconic colour 
palette, a few digitised photos and a light-hearted tone. 


For example, one dungeon has you solving a 
crossword puzzle using clues. The sheer number of 
puzzles makes the game challenging more than just 
hacking up monsters and taking loot. Of course, those 
playing the game now can just look up a handy FAQ 
to get past the tricky parts. 

As mentioned before, the game also had 
cutscenes as part of a larger story. The story continues 
with standard fantasy tropes that blend with slowly 
revealed sci-fi elements - another hallmark of the 
Might and Magic series. As the player approaches the 
end of the game, the true plot becomes revealed: the 
events of the game are the conclusion of a grand fight 
that spanned all the prior games in the series. 

In all, World of Xeen is a game that includes 
practically everything. If you look hard, you can 
probably even find a kitchen sink somewhere. But, 
because of its immense scope and place in history, the 
game stands as a landmark RPG for good reason. BG 



Some areas have special requirements, like learning to 
swim to cross a river or casting Levitate to walk on clouds. 


Enemies have 
large, expressive 
and sometimes 
humorous 
animations. But 
even the silly 
ones can inflict 
nasty status 
effects and wipe 
out your party. 


In 1995 a 
group of fans 
created a mod 
of Might and 
Magic V named 
Swords of Xeen. 
New World 
Computing 
then endorsed 
and released 
the mod as an 
official bonus 
scenario. 


157 













































A sequel was 
released in 
the same year, 
called Worlds of 
Legend: Son of 
the Empire, this 
time with an 
Eastern setting. 


A tricky riddle 
room at the 
Dark Tower. You 
must mix and 
cast a couple of 
complex spells 
to open the four 
doors to the west. 


Mixing a deadly 
spell. All runes 
are present and 
our Runemaster 
has a good stock 
of reagents too. 


W hen, as a 12-year-old, I first played Legend 
(titled The Four Crystals of Trazere in the 
US), I was left confused. Until this day 
RPGs for me were always turn-based, but now my 
party ran in real time, sometimes fighting monsters 
faster than I could react. Nevertheless Legend quickly 
became one of my all-time favourite RPGs, because of 
the fascinating magic system and isometric view - two 
features that were new to me as well. 



The land of Trazere is in a state of emergency as 
an ancient force of chaos begins to transform ordinary 
citizens into monsters. Seeking to save the kingdom, 
four heroic adventurers gather at the city Treihadwyl: 
The Berserker, a warrior prone to uncontrollable rage; 
the Troubadour, who plays magical tunes; the Assassin, 
a master of deception who can turn invisible and 
backstab enemies; and the powerful Runemaster. 

Legend plays in two levels, the map view and the 
dungeon view. On the map, the group can travel to 
towns, villages, forts and special locations - including 
enemy armies in the field. They can visit blacksmiths, 
apothecaries, taverns, temples, artificers and level up 
at the Guild - if they are experienced enough. 

When the party enters a dungeon, the game 
switches into an isometric view. Enemies appear 
randomly and combat is mostly automatic - click 
on the rally icon and the group will seek the nearest 
enemy and start to fight - but you can also individually 
control each character. Each dungeon level also has a 
special puzzle room, which must be solved by casting 
various spells with the Runemaster. 

The magic system is the highlight of the game, 
allowing the Runemaster to create various spells by 
mixing reagents and runes. For example, to create 
an offensive spell that first hits an enemy, then all 
adjacent foes around, inflicting damage and paralysis, 
the Runemaster needs the runes Missile (for the flight 
characteristics), Surround (for the environmental 
effect), Damage (for harm) and Paralyse (for 
paralysis). The ingredients are then mixed in the 
mortar through a nice animation and become a spell, 
which the Runemaster can now cast once. 

The combination of its unique magic system and 
challenging dungeon riddles makes Legend a great 
title, suitable for all fans of classic RPGs. MH 


158 

















T he best way to describe The Summoning is 
“Dungeon Master meets Ultima ”, which is little 
wonder given the track record of its developer. 
Event Horizons first game, DarkSpyre (1990) was 
basically a single-character Dungeon Master clone 
infused with roguelike elements. Their second title, 
Dusk of the Gods (1991), was an open-world Action 
RPG based on a very thorough recreation of Norse 
mythology, with Ultima- like gameplay. 

The Summoning meshes these influences and 
past experiences into a solid single-character dungeon 
crawler. Your character can be fully generated or 
chosen from a couple dozen premade ones. Character 
development is somewhat innovative, featuring both 
combat and magic skills that improve with use and 
the more traditional experience levels. 

The gameplay is very similar to Dungeon Master , 
focusing less on combat and more on resource 
management and puzzle-solving. Most of the puzzles 
boil down to a traditional mix of pressure plates, 
teleporters, rolling balls, pits and key hunts. However, 
they are expertly designed and never grow stale - no 
small feat given the games impressive length. 

The game is completely set within a single 
dungeon, divided into several regions that are 
unlocked in a linear progression. Within these regions 
there’s a lot of interconnectivity between the levels, as 
well as a few alternative paths and optional areas. 

But where The Summoning shines is in its story. 
On your way through the dungeon, you’ll meet many 
characters and learn a lot about both your enemies 
and your benefactors, as well as the world in general. 
The game features not one, but two shocking twists - 
that is, in the best-case scenario. 

There are three basic endings and one hidden 
true ending. Which one you get is entirely determined 


by one or two choices made directly before the end. 
However, those are presented not as dialogue options, 
but as puzzles, which you can only solve successfully 
if you paid careful attention to the lore. 

The Summoning does not shy away from its 
roots, at times blatantly copying gameplay elements. 
However the result of combining two vastly different 
styles is a unique and very entertaining game, more 
than deserving of being placed among the classics. VK 




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Combat is in 
real time, and 
positioning is key. 
Weapons have 
different attacks, 
but break often, 
so use them 
carefully. 


You learn spells 
by collecting 
scrolls that 
contain the 
combination of 
hand gestures 
necessary to 
cast them, like in 
Dungeon Master. 


159 












*Modders created 
the Exult project. 
which allows you 
to play Ultima VII 
on modern PCs, 
with several new 
features like 
higher resolution, 
status bar and 
using Serpents 
Isle's inventory in 
The Black Gate. 


The Guardian 
speaks directly 
to you, then 
constantly taunts 
you during the 
game - pointing 
out you're going 
in the wrong 
direction or that 
a party member 
just died. 


A vatar! Know that Britannia has entered into a 
new age of enlightenment. Know that the time 
has come for the one true Lord of Britannia 
to take his place at the head of his people! Under my 
guidance, Britannia will flourish. And all the people 
shall rejoice and pay homage to their new Guardian! 

Know that you, too, shall kneel before me, Avatar. 
You too, shall soon acknowledge my authority, for I shall 
be your companion, your provider - and your master!” 

As the red face mocked me with a menacing laugh 
and began to sink back into the blue static background, 
I was shocked. In most games, the antagonist just sits 
on the sidelines, but in Ultima VII the Guardian shows 
up right at the start, tells you his intent and then taunts 
you throughout the entire game. 

Anyone who has played through Ultima VII can 
tell you what an immersive, amazing journey it is. 
Quite a few things set it apart, including its story. As 
the Avatar, you return to Britannia, meet your friend 
Iolo and learn of the brutal murder of a blacksmith 
and his gargoyle companion. Your first objective then 
is to solve the mystery behind this tragedy. 



Its a very different experience from RPGs where 
you just need to out-kill monsters to get a shiny new 
weapon. In the Ultima series people matter. Their 
dialogue is not something to be skipped so you can 
just get on with the game. The text is something to be 
savoured, like a compelling book. 

Eventually, the trail leads you out of the starting 
city of Trinsic, to Paws, then Britain, and from there 
you can head wherever you want. However, Britannia 
has become a much darker place since your last visit, 
so adultery, drug abuse and class struggles are just a 
few of the more mature themes you will find. 

Adding to the immersion is the clean and fully 
mouse-driven interface. Gone are the list of keyboard 
commands needed to play - walking, talking, picking 
up items, opening your inventory, moving objects 
around, etc... its all done with a click of the mouse. Also 
gone are the stiff dialogues based on typing “name”, 
“job”, “bye” and other keywords. Now you just have to 
click on the dialogue options that appear on-screen. 

Another aspect is the sheer amount of detail that 
went into Ultima VTTs world. Not only in the dialogues 
and secrets, but in the simulation of the world itself. 
Want to make bread? Cut the grain, grind it into flour, 
add water to make dough, then pop it into the oven. 
Now you have bread. You can also shear sheep and 
make cloth, forge your own sword, go fishing, pile up 
crates to climb, get a job as farmer, etc. 

I obviously enjoy Ultima VII immensely, but it 
does have its flaws though. One of them is the combat. 
Its real-time and mostly automatic - you basically 
just toggle in between a “peace” or “combat” mode. 
The frustration sets in when you go into combat 
mode and everyone in your party runs off-screen. In 
a dungeon this usually means at least someone will 
die, no matter how high their level. 


160 




























"In many ways, The Block Gate was 
one of the very first SIMS! That was 
the genius behind the engine that 
was created by Richard [Garriott] and 
Ken Demarest (lead programmer) 
and his team. That was the idea-to 
create a world you could run around 
in and live in. The other writers 
and I took great care to make each 
individual NPC a whole person, as 
much as we could." 

- Raymond Benson, 
Ultimo VITs lead writer 



Another flaw is that there’s no auto-eating. Use 
of resources is the mark of a good RPG, but when 
Shamino says he’s hungry I have to open up my paper 
doll, then his paper doll, then his backpack, click on 
some food and feed him - and then when I walk two 
steps and Iolo complains he is hungry as well. 

Ultima VII had a expansion, Forge of Virtue , 
which sends the Avatar to investigate the Isle of Fire. 
Relatively short, the game’s backstory is well-written, 
although it’s not on par with the main quest. 

In 1993 came Ultima VII - Part 2: Serpent Isle. 
A full-length stand-alone release, it continues the 
events told in Ultima VII and Ultima Underworld II. 
The Avatar follows a villain to the eponymous 
Serpent Isles, which are actually the “Lands of Danger 
and Despair” from Ultima I. Shortly after leaving 
your ship, a magic storm switches your items and 
companions with other things. For example, your 
spell book switches place with a piece of pumice. 



You can give orders to your party in combat, but they 
work more like suggestions that will be kindly ignored. 


Part of the game’s premise is you need to hunt 
down all of your old equipment, as well as your now¬ 
missing companions. As you explore the Isle, you will 
also come across three towns which have rejected the 
Three Principles of Truth, Love and Courage, core of 
the Virtues which you defined in Ultima IV. 

Serpent Isle has a very different tone from other 
Ultima games, having a more linear and event-based 
story, with a heavy emphasis on dialogues. This displeased 
some old fans, but inspired many developers later. 

It eventually also got its own mini-expansion, 
The Silver Seed - which oddly came with a complete 
walkthrough in the box! Sadly, EA had already begun 
to meddle too much, and this expansion was a rushed 
release, with poor puzzles and a disconnected plot. 

True masterpieces, both Ultima VII parts are well 
worth playing, not only to see where modern RPGs 
truly found their footing, but also for an incredible 
story that has yet to be surpassed. DK 



Serpent Isle brought improvements to the interface 
and a more linear story, with a very different tone. 


Double-clicking 
on your character 
shows you his 
"paper doll". 

From there you 
can drag items 
into him to equip, 
or drop them into 
the bags to store. 


Serpent Isle was 
first planned as 
a pirate-themed 
game for the 
Worlds of Ultima 
series. Later it 
became a main 
Ultima game, but, 
since Garriott had 
declared that no 
two Ultima games 
should use the 
same engine, 
it was released 
as Ultima VII - 
Part 2. 


161 











































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If you find Ishar 
too punishing, 
fan-made 
patches exist 
to remove the 
need to pay 
each time you 
save the game. 


This friendly man 
is the first NPC 
you'll meet. He's 
eager to join 
your party... and 
run away with 
your items. 



A t first glance, Ishar appears to be one of the 
many games spawned by the success of the 
Eye of the Beholder series. Fortunately, its 
much more than that. Silmarils, a French veteran of 
the Amiga scene, introduced many original ideas to 
the formula. 

You start all alone in the middle of Kendoria, 
a vast kingdom, a bit lost too. Contrary to many 
dungeon crawlers, Ishar let you spend most of your 
time outside: no indications except a big map and 
a simple objective: reach the fortress of Ishar to kill 
the evil sorcerer Khrog. A direct sequel to Crystals of 
Arborea , Ishar doesn’t require any former knowledge 
of the series but offers interesting cameos. 

Ishar is probably the ultimate capitalist dream 
since you must pay for everything. Recruiting up to 
four other characters? Pay. Getting precious food and 
water to avoid starvation? Pay. Train your characters 
to grow stronger? Pay. You merely want to save? PAY. 
While disturbing at first, the system quickly becomes 
a nice way to make dire choices at every step of the 
adventure. 



flCThttViTTflCK mct:dhIT n-flov rirnoHpcfrpHiflTTfic« 

mm teari 

TO THE SOUTH, 3N ANGARAHN COUNTRY, THERE 
IS A NICE LITTLE PILLAGE, ITS TAYERN, 'THE 
THIRSTY BARBARIAN', IS KNOT! PULES AROUND, 



Combat is in real time, meaning a lot of 
micromanagement on your end. Magic is useful and, 
since most classes get specific spells, you don’t need to 
focus too much on it. Still it can be extra costly thanks 
to expensive potions to cure your characters and refill 
your magic. The very “high fantasy”-looking bestiary 
is well endowed and the general monster design very 
nice. A cool feature regarding combat in Ishar is the 
possibility to create a tactical formation for your 
group, protecting your spellcasters behind your more 
resilient warriors, for example. While a bit crude, 
attacks and spells are entirely animated. Curiously, 
enemies don’t chase you but, since the game is really 
hard, that’s a relief. 

The sense of scale is probably one of the things 
that Ishar does best. Kendoria is a vast land and 
navigating through its wilderness takes some time. 
Cartography becomes vital as you step through miles 
and miles of marshes, forests and open plains. Silmarils 
has worked a long time on Amiga and excels in creating 
beautiful lush nature that make long strolls enjoyable. 
Strangely enough for a CRPG, there is only a handful 
of underground dungeons but each one is memorable. 
Spending most of the game outside makes dungeons 
feel claustrophobic and deadly since you can’t avoid 
enemies anymore. Civilisation is also present through 
scattered villages and one gigantic city. 

Adventure and dangers dwell within towns with 
packs of thieves and bandits, but those places also 
offer rest for our weary adventurers. Inns, smiths and 
various shops are a good way to recruit fresh blood, 
train your merry band or hear rumours. Additionally 
to the main plot, various side-quests are available 
through specific NPCs. For example, one of them 
allows you to even cross the path of the former heroes 
of Crystals of Arborea, the prequel to Ishar. 


162 















team mn 

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ARAMIR 

AGAINST 

targhan 

AGAINST 

H1R1ELA 

AGAINST 

KVRIAN 

1 

NEUTRAL 

1 

EXPULSION 

REJECTEQ 



Characters will vote on key decisions. Here they refused Some characters are clearly using you and 

my request to dismiss one of the party members. may refuse to even reveal their names. 



The second game has you travelling through various 
islands, in search of artefacts for your quest. 



Ishar 3 features exotic settings and some really 
impressive artwork, based on digitised photos. 


In Ishar , from the lowest human thief to the 
greatest Lizardman fighter, everyone has a voice and 
strong feelings toward other races. Every time you 
want to recruit, murder or dismiss someone, a vote 
occurs. The outcome is democratic and characters 
each have their predetermined opinions. The most 
powerful teammates usually have the most xenophobic 
opinions, which can lead to dreadful consequences 
such as a character leaving the group or, worst-case 
scenario, total party kill. Having a 100% human team 
is weaker than other combinations but is also the safest 
way to control a group. Silmarils is keen to remind 
you the “dog-eat-dog” nature of Kendoria as the first 
recruitable NPC in the game will take your money and 
flee after travelling a few days with you. 

Ishar is a hard and demanding game but the 
satisfaction and the novelty of the game makes it a 
worthy addition to every CRPG library. 

Bigger, better and less confusing, Ishar 2: 
Messengers of Doom (1993) is probably the best of the 
series but doesn’t have the awesome Basil Poledouris 
soundtrack. 


You now play as the new Lord of Ishar, Zubaran, 
who needs to kill Shandar, an evil sect leader. The 
second entry offers an expanded playground with 
an entire archipelago to explore and some major 
improvements. Saving is now free and a GPS indicates 
your location on the map. You can also import your 
party from the previous game. However, NPCs will 
send you all over the archipelago to get an object or 
talk to someone, so taking notes is essential. 

Sadly, the last game of the series, Ishar 3: The 
Seven Gates of Infinity (1994), is a disappointment. 
By using the Gates of Infinity, Zubaran & co time 
travel to different time periods, displaying specific 
environments, monsters and NPCs. While graphically 
enhanced, most backgrounds feel like reused assets of 
Ishar 2. The battle for the fate of Ishar consists mostly 
of travelling back and forth between the Dragon of 
Sith’s lair and the city to heal your wounds. 

On a funny note, the now-speaking NPCs are 
mostly digitised actors, like a bearded Mel Gibson or 
Dustin Hoffman. TR 


A fourth game, 
called Ishar: 
Genesis was 
considered, 
but never 
got made. 


163 


















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Wizardry Gold, 
a new version of 
Wizardry VII for 
Windows and 
Mac was released 
in 1996. This 
version is widely 
considered to be 
inferior, due to 
its inconsistent 
graphics, poor 
music and 
frequent bugs. 


Characters can 
change classes 
at anytime if 
they have the 
required stats, 
and skills are 
now divided into 
three categories 
-Weaponry, 
Physical and 
Academia. 



I didn’t finish Wizardry VII on my first try, or 
my second a few years later. That first attempt 
was right after it was published in 1992, when I 
was still relatively wet behind the ears when it came 
to computer games, having not played anything 
really big. Wizardry VII was a revelation, a massive, 
sprawling behemoth of a game that made it easy to 
get lost in, both in terms of its geography as well as its 
more opaque mysteries. 

The second try was an attempt to brute-force 
the game by sheer will, even though I wasn’t enjoying 
myself all that much. I just wanted to beat the damn 
game. As the Internet (and its easily available guides) 
were still a year or so away, I was stopped by some 
of the more obstructionist puzzles. As they say, third 
time’s the charm. 

Almost entirely the brainchild of D.W. Bradley, 
Wizardry VII continued the transformation Bradley 
had started with its predecessor. The roots of the 
Greenberg/Woodhead Wizardry can still be seen: 
movement is by discrete steps from square to square 
- the building blocks of the world and its dungeons. 



Battles are still phase-based and mostly 
randomly triggered, apart from a few fixed ones. A 
few new spells and skills were added, lock-picking 
and trap-disarming were overhauled but, overall, the 
core system remained the same. 

What Bradley ingeniously did was to transpose 
this refined dungeon-crawling formula to a huge, 
handcrafted open world, long before this was a thing. 

In Wizardry VII, you have an entire planet to 
explore. And, unlike most games, you’re not alone 
on your quest. Various other factions have joined the 
fray, including the eponymous Dark Savant and his 
robot legions, in a wild scavenger hunt for the Astral 
Dominae - a powerful ancient artefact. 

Your objective is to find various map pieces 
spread all over the planet that, in theory, should help 
you solve various puzzles and reach your final goal. 
Though, in practice, some of these puzzles are almost 
impossible to solve without the help of a guide. This 
is not helped by a keyword-based dialogue system 
that makes it easy to miss crucial hints. And there’s no 
journal, so expect to make a copious amount of notes. 

The game has six major factions you can ally 
with, but much more interesting are rival parties 
made up of individuals from those factions. Like 
you, they roam the planet, collecting map pieces, 
befriending, antagonising and fighting each other - 
or you - giving an overall sense of urgency and of a 
living game world. 

To facilitate this new mechanic, the game 
introduced a Diplomacy skill and expanded NPC 
interaction options, allowing you befriend them and 
trade items and information. That said, while I love 
the concept of rival parties and expanded interactions, 
their implementations are far too insubstantial and 
fickle to be more than an illusion of world reactivity. 


164 









'"Alas, Crusaders was my last 
Wizardry title. On its heels came 
the advent of 3D, Doom and real¬ 
time, and as video games went 
mainstream, recognisable brand 
names and blowing people up 
commanded massive profits, while 
with rare exception innovation in 
game paradigms were costly, and 
all too often ended in failed titles/' 

- David W. Bradley, 
Wizardry Vll's creator 



Yet, while it may not have been great, the game 
tried something new that remains novel to this day, 
and it improved the experience most of the time. 

Wizardry VII also adds automapping, though 
its skill-based and nearly useless without training. 
A more subtle addition are the new ground tiles for 
paved roads. There is only one road in the game and 
it connects all major locations. Together with the 
map, it makes orientation easy and yet feels much 
less condescending than modern quests compasses, 
mostly because it still was possible to get temporarily 
lost or have that feeling of exploration and true 
discovery so often lacking in modern games. 

Since Wizardry VII takes place on a different 
world than the first six games, another change comes 
in the new races you meet and the more-or-less 
creative monsters (two-headed tigers, walking octopi, 
etc.). Where the previous games were pure fantasy, 
the seventh part has a strong science fiction influence. 



Battles are challenging and require a well-made party, but 
the few monsters sprites can grow repetitive after a while. 


The sum of all these things is an experience 
that feels both familiar and novel at the same time. 
I loved discovering and learning all these new elements 
on my first try, and yet at the same time I loved the 
familiarity of playing an old-school Wizardry with a 
large and extensive overworld. 

On my third attempt to play it, armed with a 
better understanding of the game mechanics and a 
way to get around the more annoying puzzles due to 
the availability of solutions on the Internet, I plowed 
through the game and enjoyed every second of it. 

Wizardry VII is a game that invites exploration. 
It wants you to map its world exhaustively and look 
into every nook and cranny. Like all the games in the 
series, it expects you to know how to build a strong 
party, but accommodates a lot of different builds and 
approaches. It contains an endless number of battles 
that can sap your energy, and yet it always makes you 
come back for more. JG 



The roaming NPC parties may find clues before you do, 
forcing you seek them and try to trade, steal or kill them. 


Some NPCs 
require specific 
words to be said, 
puzzles can be 
very complex and 
there's no journal 
system, so be 
prepared to take 
lots of notes. 


The Automao 
Mod can be 
used to move 
the game's map 
to a convenient 
secondary 
window, while 
the Cosmic 
Forae is a pack 
of tools that 
allows much 
of the game 
to be edited. 


165 

















*ln 2002 the 
source code 
of SC2 was 
released. Fans 
then started The 
Ur-Quan Masters 

project, to port 
the game to 
modern PCs. 


Combat is similar to 
Asteroid, but each 
of the various ships 
plays differently. 


W hen I am asked what my favourite CRPG 
is, people are often surprised when I 
answer its Star Control 2. “That’s an 
adventure game,” they reply Oh, but Star Control 2 is 
so much more than that! 

You control a ship that starts off as a bare-bones 
hull, and as you acquire resources and credits, you can 
buy upgrades to improve your ship, as well as gain new 
crew and landing craft to replace any that were lost 
in battles and exploration. These features are a direct 
analogue to the skills, items and hit points in a typical 
role-playing game, making Star Control 2 closer to a 
CRPG than an adventure game. And like any good 
CRPG, Star Control 2 offers three areas of activity for 
the player: exploration, storyline, and combat. 

The area for you to explore in Star Control 2 is 
huge. It’s nothing less than a whole galactic arm (and 
then some), with hundreds of star systems to explore. 
While a minority of these systems are important to 
the game’s storyline, most of them contain valuable 
resources that can be harvested by landing probes. 
You’ll find everything from minerals to lifeforms to 
special items needed to advance the storyline. 



To me, one of the most amazing things about 
Star Control 2 is that the explorable area is entirely 
open and free-form. True, you are limited in your 
exploration radius by your fuel reserves, but within 
that restriction you can go anywhere. The dialogue 
you have with main characters often gives you clues 
on where to go, but you are free to ignore that advice 
and go anywhere you want. 

Like any CRPG, there were some areas that needed 
to be unlocked before you can visit them (or get any 
results from visiting them). The best example of this 
is QuasiSpace, the strange dimension that the Arilou 
Lalee’lay race comes from. Portals into QuasiSpace 
were randomly scattered around the galactic arm, 
and you are eventually granted the ability to enter 
QuasiSpace at will by using a Portal Spawner that you 
can create from pieces found on a wrecked enemy ship. 
But until that time, many distant systems are difficult to 
reach, and some are downright impossible. 

The universe of Star Control 2 is filled with 
many races, and the dialogues with those races are 
varied and always humorous (if darkly so). Most 
races have a unique perspective, ranging from the 
insult-flinging Pkunk to the depressed Utwig to the 
mysterious, multidimensional Orz. Conversations 
with representatives of these races can be hilarious and 
confusing, but they are needed to advance the plot. 

The pacing of the game was remarkably 
well-controlled by the designers, especially given the 
open-ended nature of the playspace. New races were 
found regularly, and each one gave you additional 
information about the history of the conflict in the 
region, as well as hints on where to go next and even 
new avenues of exploration. It always felt like there 
was somewhere to go and something to do that was 
important to advance to the story. 


166 
















There are hundreds of systems to explore, ranging 
from our own solar system to even other dimensions. 



At the Starbase you can upgrade your flagship, trade 
resources, recruit crew members and buy new ships. 


Engaging in conversations with any of the numerous 
alien species in Star Control 2 is always amusing. 



When landing on planets you must weigh up the danger 
of hazards such as electrical storms and intense heat. 


The storyline of Star Control 2 unfolded over 
time, as you explored the stars and spoke with the 
races you discovered. Some were friendly and some 
were not, which led to one of the best features of the 
game: the combat system. 

Combat in Star Control 2 is nothing short of 
fantastic. Each race has its own ship, with unique 
weapons, defenses and propulsion. The ships fight in 
a 2D top-down arena reminiscent of the old arcade 
games Space War and Asteroid. Some ships have 
powerful but short-range weapons, while others have 
self-guided attack missiles, and others have inertia¬ 
less propulsion and can literally turn on a dime. The 
crew on your ship acts as its “hit points”, because 
successful strikes will kill crew members and the ship 
is destroyed when all crew are dead. One ship even 
uses its own crew to power its weapons! 

Each combat consists of one ship fighting one 
ship. Like the old rock-paper-scissors game, some 
ships can handily defeat other ships, but, unlike RPS, 
a highly skilled player can sometimes overcome a 
deficiency in a ships capabilities. 


And with over two dozen races, by the end of the 
game there is a huge variety of ship types to choose 
from, not counting the player’s own flagship, which is 
itself uniquely upgraded. 

Each race also had its own music that played 
during its dialogue, and this music was based in MOD 
format, which using digitised samples of instruments 
to play the notes, which are stored independently of the 
samples and in a much smaller format. This allowed 
for wildly varying music for each race, but without 
the large computational overhead (in 1994 terms) of 
100% digitised music like an MP3. At the time, Star 
Control 2 had some of the best-sounding music of any 
game on the market, and that music helped define the 
tone of each race that you encountered in the game. 

Since its release in 1992, Star Control 2 has 
been considered one of the best computer game 
ever developed, and, for me, it remains my favourite 
CRPG of all time. You can see its influence in the 
open-endedness of Fallout and Arcanum , and I will 
always remember this game fondly. Thank you Toys 
for Bob for making such an amazing game! TC 


Toys for Bob 
was acquired 
by Activision 
in 2005. Fred 
Ford and Paul 
Reiche III, the 
creators of Star 
Control, went 
on to create 
the popular 
Skylanders 
games. The Star 
Control license 
was brought by 
Stardock, who 
released Star 
Control: Origins 
in 2018. 


167 



























































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Darklands 
comes with 
an extensive 
110-page 
manual that is 
required to play 
the game and 
even includes 
a detailed 
historical 
background 
on life in the 
Holy Roman 
Empire. 


The character 
system is classless 
and extensive, 
with seven 
different weapon 
skills and twelve 
non-combat 
ones, such as 
Stealth, Alchemy 
and Religion. 



O minously opening with a warning that “in 
Medieval Germany, reality is more horrifying 
that fantasy”, Darklands keeps its word, 
whether the horror is a child-gobbling Satanist or just 
the tedium of digging your scabbed and beaten body 
out of jail with a spoon. Despite its age, the unique 
mix of Choose Your Own Adventure progression, 
immersive historical setting and classless builds make 
Darklands a refreshing and original experience. 

Set in the 15th-century Holy Roman Empire, 
Darklands covers a large swath of medieval Europe and 
portrays Greater Germany in the full glory of its grim 
day-to-day survival, arbitrary law enforcers and super¬ 
stitious beliefs both rampant and fantastic. The game 
world itself is history come to life, thorough and well-re- 
searched. Dialogue and exploration choices are littered 
with Germanic linguistics, and beautiful pixel art depicts 
lush medieval scenes with accuracy and detail. 

With a setting so rich and detailed, it is fitting that 
Darklands is an open-world RPG, encouraging free 
exploration from the start while you slowly unravel 
your ultimate goal: avert an apocalyptic disaster. 



From character creation, the game is admirably 
committed to the time period, with a system that 
raises characters from infancy to adulthood with a 
multitude of options for occupations and backgrounds 
commonly found in medieval Europe, each adjusting 
the stats and skills in minor ways. If its your dream 
to role-play a country commoner turned alchemist 
turned hermit, this is a game for you. 

In Darklands you’ll never gain experience points 
or level up. Progression is the result of your actions, 
successes and failures, increasing and decreasing your 
attributes in small increments. With a massive variety 
of skills and stats based on your chosen background, 
the game creates an interesting party dynamic where 
characters have a multitude of skills they are good at, 
instead of the more typical singular focus of classes. 
Although classless builds are not uncommon in RPGs 
through the years, it was a rarity at the time, and is 
still an exciting challenge to build a character without 
the crutch of a predefined class. 

A diversion from typical fantasy, the game has 
no Mage character - the closest you’ll get to the 
arcane arts is a brilliant system of alchemy and divine 
prayer. It’s a welcome change, as your builds take on 
qualities not often seen in RPGs, most notably with 
characters that can call on specific saints to intervene 
in a myriad of social and hostile situations. 

The historical accuracy is charming and 
immersive, all the while being consistently fun to 
play, proving that once-existing nightmares, beliefs 
and folklore can be just as entertaining as the usual 
fantasy genre tropes. Similarly, equipment and loot are 
wonderfully time period-appropriate. It’s refreshing 
to equip a pike because in the 15th century it was the 
best way to skewer a wolf with your arm intact, not 
because it does +25 fire damage. 


168 

























"At the very start, I wanted the 
Darklands' 'hook 7 to be that it 
would use some beliefs from the 
era to "justify" fantastical elements, 
rather than trotting out the usual 
bog-standard wizards, clerics, 
bards, etc. Where possible, I like my 
game designs to provide an insight 
into history - a 'you are there' 
feeling. When searching for tactical 
trade-offs and interesting details, 
why goof around conjuring up stuff 
when there is plenty of interesting 
historical material to use?" 

- Arnold Hendrick, 
Darklands' lead designer 



Locations, 
dialogues and 
events are 
explored through 
Choose Your 
Own Adventure 
screens like 
this, with nice 
hand-drawn 
illustrations in 
the background. 


Besides the unique setting and character system, 
Darklands also shines in its Choose Your Own 
Adventure gameplay. Locations, dialogues and events 
are all explored primarily through illustrated screens 
offering multiple choices based on your stats/skills and 
a surprising amount of free will. These screens are all 
expertly written, with vivid descriptions that enhance 
the role-playing aspect of the game. 

Whether you’re deciding how to enter a town 
when you don’t have the money to pay the tax, deal 
with an unwelcome bandit visit in the forest, or discuss 
a loan with a shrewd banker, the game often allows 
for multiple outcomes and consequences, many of 
which do not end well. Darklands is as challenging 
as it is rewarding, and your choices inevitably lead to 
undesirable scenarios such as crawling through sewers 
to escape a landscape of horrors, or surrendering to 
a vicious pack of creatures only to see one of your 
companions devoured as a penalty. 



Darklands' map is huge and features many cities, villages, 
keeps, caves, mines, churches and other places of interest. 


Interrupting your explorations are fast-paced 
isometric battles, fought through a real-time-with- 
pause combat - both innovative concepts at the time. 
These are usually prefaced with an opportunity to put 
some divine power on your side or toss an alchemical 
potion into the fray for a chance to escape. Without 
the right equipment these encounters can be brutal, 
leading to bandits robbing you of everything but a few 
pfennigs hidden in your boot. 

Despite all these notable systems and a carefully 
crafted setting, the release of Darklands was met with 
a mixed reception, mostly due to an unwieldy amount 
of bugs and a tendency to crash. 

The game endured, however, and has retroactively 
been labelled one of the best RPGs of all time, with a 
content-filled scale and scope that would influence 
games like Bethesda’s The Elder Scrolls series and the 
real-time-with-pause combat in the Infinity Engine 
games. H&JW 



Most battles end as soon as you slay all enemies, but 
a few of them take part in large, trap-filled dungeons. 


Hendrick 
hinted at the 
possibility of 
creating sequels 
for Darklands , 
set in historical 
eras such as the 
Hundred Years' 
War, the War 
of the Roses or 
featuring Vlad 
the Impaler but, 
sadly, those 
were never 
realised. 


169 


















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Two characters 
control the door 
switches, while a 
third one battles 
a skeleton and 
the fourth rests 
in peace. 


S hadowlands. The mere name inspires sweet and 
dark memories. For most people, its the title 
of an Anthony Hopkins movie about the life 
of writer C.S. Lewis, a good friend of J.R.R. Tolkien. 
But, to me, it recalls all the great time I spent inside 
dungeons, accompanied by four adventures with 
Japanese manga-styled faces. Of what is - without a 
doubt - one my favourite RPGs. 

Shadowlands was published in 1992 by Domark, 
who would later would give birth to the best-selling 
Prince of Persia games, but at the time were known for 
their arcade games. In this context, it isn’t strange that 
doubts were cast over Domark’s ability of delivering a 
good RPG. 

These doubts vanish as soon as you begin playing 
Shadowlands. A 3D, real-time isometric world awaits 
the four heroes chosen to avenge Prince Vashnar and 
defeat the mighty Overlord in his underground lair. 

Before reaching him, you had to define the 
heroes, which was relatively simple, since each one 
was characterised by four basic attributes: Combat, 
Magic, Strength and Health. 



Although these stats are important at the start 
of the game, you’ll also be able to further define your 
heroes as the game advances, since they gain Magic 
and Combat points with practice. So, the more spells 
they cast, the better they become at casting. This is the 
same system used in the classic Dungeon Master , from 
which Shadowlands takes many cues. 

Expanding upon Drakkhen ( 1989 ), Shadowlands 
was created in a way to allow players to control the four 
heroes either individually or as a group. Today this may 
sound trivial, but at the time it was a real revolution 
in RPGs. Until then there were basically two systems: 
either the group moved and acted together, with each 
character performing his specific skills, or there was a 
lone hero, typically in a top-down view. 

The ability to spread the members of your party 
and control them individually opened countless 
combat and puzzle possibilities. In fact, in certain 
moments of the game advances is of vital importance: 
the formation in which the group advances: walking 
in a line isn’t the same as advancing as a block to face 
an enemy, for example. It was a strategic dimension 
entirely new to RPGs. 

But, without a doubt, the most challenging and 
fun aspect of the game is its puzzles. Besides the usu¬ 
al key-and-lock, sliding blocks and pressure plates, 
Shadowlands added - for the first time - puzzles that 
use light. I’ll explain: 

The game features a system called Photoscope, 
where each light source - in the scenery or carried by 
characters - illuminates the environment in real time, 
fading away with distance and creating multiple levels 
of shadows (thus the name of the game). This system 
was cleverly used by the game’s designers to introduce 
a new type of switch that required a certain level of 
light to be activated. 


170 










When creating your party, the game allows you to roll 
their stats and also to customise their appearance. 



Each character can only equip two items at a time, but 
the game allows you to split the party into two groups. 



You control each character by clicking on his body parts, The sequel, Shadoworlds, was also released in 1992. It has 

such as clicking the right arm to interact with objects. a sci-fi setting and an updated Ul, but feels uninspired. 


The control scheme is simple and intuitive, 
allowing players - after a bit of practice - to easily 
control each of the four characters. And quickly too, 
something vital in the more complicated situations 
found later in the game. Among the things that players 
have to master is how to throw objects, as the range 
varies according to the nature and weight of each 
object, plus the strength of the character throwing it. 

There’s little to say about the other elements of 
the game. The plot was simple and linear, basically an 
excuse to introduce a series of dungeons, packed with 
monsters to kill and traps to solve. 

Your adventure begins in a grove that’s no more 
than a tutorial. From there you’ll enter a dungeon, 
five levels deep. Beating it leads you back to sunlight, 
where a hedge maze leads the heroes into a pyramid. 
Inside, you’ll face four levels packed with the game’s 
most challenging traps. 

Once you’re out, there’s another labyrinthine 
garden, followed by a cave full of enemies and, finally, 
the palace - where the Overlord awaits beside Vashnar’s 
body, ready for a final battle. 


Regarding the enemies, there isn’t much to see. 
The first levels bring undead, as well as the usual 
dungeon fauna: rats, snakes and deadly scorpions. 
Further on you’ll face the memorable minotaurs, as 
well as hell hounds and burning men. Among their 
dangerous weapons are fireballs, which have unique 
effects in Shadowlands’ Photoscope system. Since said 
projectiles also harm monsters, you can use them to 
find clever solutions to tough situations. 

The graphics aren’t very attractive and offer 
little variety to the alleged different environments. 
And while the game’s theme song is memorable 
and eerie, there’s no music in-game, and barely any 
sound effects. Of course, none of this diminishes the 
attractiveness of the game. 

In the end, Shadowlands was (and still is) a 
magnificent and revolutionary game in two aspects: 
the individual control of heroes and the use of the 
Photoscope system. It’s rare to see a game bring this 
level of originality. The game also had a sequel called 
Shadoworlds , set in space and using the same engine, 
but without the same attractiveness of the original. FHG 


171 




















Amberstar came 
with a 180-page 
manual containing 
a short novel 
with the setting's 
backstory, as well 
as a world map. 


Inside dungeons 
and towns you 
play in a 2D first- 
person mode, 
while encounters 
moves the party 
and its enemies 
to a tactical grid. 


Amberstar 
doesn't have 
any random 
encounters, but 
while you'll fight 
way less than 
in other RPGs, 
its battles and 
ambushes are 
much harder. 


F irst in a planned “Amber trilogy” of games set in 
the fantasy world of Lyramion, Amberstar starts 
out with the protagonist alone before the grave 
of his parents, trying to decide what to do next. 

Soon the story leads into the city sewers for the 
usual rat-slaying to save a cat but, tellingly, even this 
is a special event with a twist, leading to a unique 
reward. Amberstar might seem conventional on the 
surface, but it manages tropes with its own flair. 



Cwiw/PVAVj 







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kaj«y_HJ 


AS yOU CHTER THE GUARD HOUSE A TERRIRLE 
SIGHT GREETS yOUB EyES. THE HALLS ARE 
BLRCKEHED BU TIRE AHD SEVERAL COURSES LIE 
AH THE GROUHDr THE EURHITWRE HAS EITHER 
BEEN SHUSHED OR THROF5H OVER. -i 


Right from the moment you exit the starting 
city, you can go (almost) everywhere, easily getting 
lost in swamps and forests, unless knowing where to 
go. On your way, you’ll recruit others into your party 
to search for missing pieces of the titular Amberstar. 

With an evocative soundtrack, a clever dialogue 
system based on keywords and quirky characters to 
meet, recruit or help out, Amberstar oozes charm. As 
you explore the land, your sense of accomplishment 
grows each time you find a way to reach to new places 
(riding horses, rafts, boats or even your own giant 
eagle), figure out a clue or win a difficult battle. 

Combat is turn-based on a grid, with orders 
being given for all characters and then acted out all at 
once. It’s an intuitive, albeit simple system, where your 
level and gear have a huge impact. Who you recruit 
for your party also makes for quite different strategies. 

Amberstar doesn’t hold your hand and features 
both subtle hints and infuriatingly hard riddles. There 
is no quest log - you are supposed to pay attention 
yourself (it’s advised to write everything down) and 
act upon hints found in dialogue, deciphered runes 
and journals, searching for the mentioned places and 
solving elaborate enigmas to open up new areas. 

At its core, Amberstar is all about exploration, 
wondering what lies over the next mountain range or 
behind the door inside the old ruin - though there are 
no branching stories, side-quests, random encounters 
or hundreds of items to collect, the world is sprawling 
and contains many cities and dungeons waiting to be 
found, all fitting into the main story. 

While the sequel Ambermoon is even better, and 
while many might not have the focus and patience 
needed to enjoy this game in the modern age, for 
me it’s a gem as enjoyable now as then - a game with 
unique wit and charm. C 


172 








































A mbermoon is the second game in the never 
completed “Amber trilogy”. Unfortunately, 
the game was a huge flop sales-wise, closing 
the doors of German developer Thalion even before 
they could port the game or finish translating it. 

Luckily, an official English version was later 
leaked and made freely available, as all of Thalions 
games became public domain after its demise. 

That said, lets look at the actual game. Taking 
place decades after Amberstar , system-wise the game 
is roughly identical - the same turn- and grid-based 
combat, inventory and dialogue system. The two 
exploration view modes remain: isometric for houses 
and wilderness, plus a first-person view for towns and 
dungeons - though now in 3D. As such, Ambermoon s 
design is similar to Albion (1995), a better-known 
game later developed by former Thalion employees. 

Ambermoon is huge, sprawling with locations to 
explore, though these are done in a somewhat linear 
fashion, with gates between areas - as opposed to the 
mostly free overland map of Amberstar. However, 
the charm, wit and storytelling of that game are 
still present. We play as the grandson of the earlier 
protagonist, who receives a quest from his dying 
grandfather. From there, the game is about travelling, 
finding companions for your party, solving quests, 
puzzles and fighting a diverse range of opponents. 

It’s standard RPG fare, but done with a certain 
warmth and elegance, competent gameplay systems 
and with lots of opportunities for exploration and 
immersion - even if the games combat is somewhat 
slow and challenging in the first few hours. Returning 
players can also witness how the lands and its people 
fared since Amberstar , when a moon crashed into the 
planet, changing it into a fragmented post-apocalyptic 
fantasy world. 


Ambermoon , like Amberstar ; is about the story of 
a boy who is all alone in the world, and during his 
journey he finds new friends, helps villagers and kings 
but never loses his innocence. As such, its simple and 
old-fashioned, but also endearing. Ambermoon might 
be the most hidden game gem you’ll (n)ever come 
across, but if you liked Albion and/or Amberstar , this 
is a must-play. It’s well-made, has a clear direction as 
well as engaging puzzles and story. CH 




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Thalion was a 
German studio, 
founded in 1988 
and closed in 
1994. Fans later 
created a "web 
shrine" to it, 
with its history 
and games: 
www.thalion. 

exotica.org.uk 


Dungeons and 
towns are now 
shown in a free- 
movement early 
3D view, with 
roaming enemies 
and an excellent 
automap. 


The game doesn't 
hold your hand 
in any way. Ul 
elements such as 
compass, clock 
and coordinates 
will only show if 
you find or buy 
them first. 


173 



























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The first release 
of Shadow of 
Darkness was 
a rushed out 
floppy version, 
full of bugs 
and lacking 
the game's 
excellent voice 
acting. Avoid it 
at all costs. 


The character 
system remains 
very similar to 
previous games 
in the series, 
with three core 
classes plus the 
possibility of 
making hybrids. 



T he fourth Quest for Glory game takes place in 
Mordavia, a haunted valley fit for a Universal 
horror film. Strange magic has summoned 
you to this land, and your only hope of escape is to 
find out why But it wont be easy: the locals don’t take 
kindly to strangers. 

Here vampires, werewolves, and gravediggers 
cavort before tainted churches and squirming elder- 
gods. This is an autumn world, ever on the brink of 
Halloween. Or, perhaps, its invention. But that’s not 
to say the game takes itself too seriously QfG4 is a 
perfect blend of comedy and gothic horror. 

Like most great games, there’s a bit of a learning 
curve. Part RPG, part adventure game, it’s also very 
much its own thing. You create a character, fight 
battles, and raise stats by repeatedly using them. 
But the highest priced item isn’t a sword, it’s a hand 
broom (don’t worry, I’m sure it will come in handy). 
And to get health potions you must beat a musical 
memory game, win a round of twenty questions, trap 
a Tribble-like creature and guide the bouncy little 
sucker through a rotating rat maze. 



Seasoned adventurers will try to combine every 
inventory item with everything in sight. But the world 
is so vast and there are so many items (you can get 
over-encumbered!) that brute-force puzzle-solving 
will get you nowhere. Progress is less about raising 
stats or combining items than talking to the right 
person, in the right place, at the right time. 

You can play a Fighter, Thief, Magic-User, or 
import a Paladin from the last game. Problems have 
multiple solutions, ranging from casting the right 
spell to picking the right lock to punching the right 
face. I always picked the Fighter, much to the sarcastic 
narrator’s delight: “You read the book, written entirely 
in one-syllable words, obviously intended for Fighters. 
It’s absolutely fascinating.” 

Combat is a war of attrition. Fought in an 
arcade-like manner (or set to auto-battle), individual 
encounters aren’t overly challenging, but eventually 
you’ll find yourself lost, poisoned and down to your 
last potion. Flee in terror and you’ll be chased, screen 
after screen, until you find sanctuary or eternal rest 
- whichever comes first. Resting is only possible in a 
few locations, and the feeling of relief when you step 
into the warm safety of the inn should be familiar to 
anyone who played the original Resident Evil. 

Few games have such atmosphere. As you 
leave town, the excellent soundtrack slowly fades, 
as if afraid to follow you into the woods. Darkness 
doesn’t fall in Mordavia, it slowly suffocates the light. 
And as the gnarled trees look more and more like 
grasping hands, you might catch yourself wondering: 
Waitaminute... was that thing there before? 

QfG4 was also one of the first “talkie” games, 
using CD-ROM technology to store thousands of 
spoken lines. Back then, actually being able to hear 
people talk was something of a revelation. 


174 
















The point-and-click controls are very accessible, with verbs, 
items and spells placed in a hidden bar atop of the screen. 



Combat is somewhat arcade-like, and enemies range from 
poisonous wyverns to Monthy Python-e sque killer bunnies. 


The narrator (voiced by John Rhys-Davies, who 
played Gimli in Lord of the Rings) acts like a skilled 
Game Master, describing sights, smells and sounds. 
Characters have pages of dialogue, ranging from dire 
warnings to throwaway gags. The most memorable 
is a trio of townsfolk who sound suspiciously like 
Jack Nicholson, Rodney Dangerfield, and, er, Jack 
Nicholson (the voice actors were asked which 
celebrities they could impersonate, and when two 
answered Nicholson, they went with it). 

The story really comes together when you meet 
the Domovoi, a house spirit who reveals just how 
much the town has suffered. Usually NPCs can t wait 
to burden total strangers with their problems: step 
into town and you’ll be mobbed by locals waving tales 
of woe like street urchins thrusting baubles at tourists. 

But Mordavians are too guarded, too devoid 
of hope to even bother. Its the Domovoi who helps 
you realise these are more than one-joke characters. 
They’re good people who’ve lived so long in darkness 
they’ve forgotten about the light. The goal isn’t really 
to escape Mordavia, the goal is to set it free. 



The game delivers a brilliant blend of horror and deadly 
situations with silly gags and a charming sense of humour. 



Quest for G lory V is huge, but also a radical departure, 
featuring 3D graphics and a heavy focus on combat. 


On the surface, QfG4 seems like a light-hearted 
comedy, the RPG equivalent of Young Frankenstein. 
But this is a tale of love, sacrifice, and redemption. 
It just happens to feature duelling Jack Nicholson 
impersonators and enough puns to send the narrator 
into a giggle fit. And trust me, you haven’t lived until 
you’ve heard John Rhys-Davies giggle. 

The first four Quest for Glory games were released 
from 1989 to 1993, in a golden era of adventure games 
but, sadly, the genre declined heavily in the following 
years, and Quest for Glory V: Dragon Fire (1998) feels 
torn between moving on with the world and pleasing 
old fans. Troubled by a nightmarish development 
cycle, it’s a huge game that offers an epic ending to the 
series, but also features blocky early 3D graphics and a 
heavy focus on combat, leading to a mixed reception. 

After its release, the team was laid off by Sierra, 
and the series’ distinctive gameplay was followed 
only by a handful of fan-games - until 2012, when 
Kickstarter brought a wave of spiritual successors, 
including one from the series’ original creators, Lori and 
Corey Cole, titled Hero-U: Rogue to Redemption. JRA 


There are three 
popular fan-made 
games based on 
the series: Quest 
for Yrolg, Quest 
for Glory 4 
(both parodies) 
and the excellent 
Heroine's Quest: 
The Herald of 
Ragnarok. 


175 






























ShadowCaster 
was re-released 
in CD-ROM in 
1994, adding 
voice acting, FMV 
sequences and 
two challenging 
levels after you 
finish the game. 


While most of 
your time will be 
spent fighting, 
combat isn't fun. 

It's slow, easy 
and lacks both 
the complexity of 
an RPG and the 
action of Doom. 


Each form 
has unique 
advantages, cons 
and powers. The 
Caun is small 
and weak, but 
can heal himself, 
sneak, cast light, 
telekinesis and 
other spells. 


R aven Software is known today as an Activision 
subsidiary working on the Call of Duty series; 
in the mid-90s they were know as developers 
of Heretic and Hexen ; but they really began in 1992 
with Black Crypt , a real-time blobber for the Amiga. 

Sensing the death of the Amiga, they licensed a 
new engine ids John Carmack was working on after 
Wolfenstein 3D (hut before Doom), and made whats 
arguably the first FPS/RPG hybrid: ShadowCaster. 




You play as Kirt, a guy who (very) suddenly finds 
out that he is a shape-shifter from another dimension 
who must defeat Malkor, an evil outcast god. 

As a shape-shifter, Kirt will learn to assume 
various forms during his adventures. He begins only 
with the Maorin form - a huge werewolf with four 
arms. In this form you’re stronger, tougher, faster and 
can see invisible traps, but drown in water. 

Later on, Kirk will also learn to transform into 
Caun, - a small and fragile spellcaster that can sneak 
around; Opsis, a floating eyeball that can scout the 
map and scare enemies; Kahpa, a frog-like creature 
that can breath underwater and perform elemental 
attacks; Ssair, a red salamander that can breath fire; 
and Grost, a nearly invincible stone giant that can 
punch through walls and cause earthquakes. 

However, taking the form of a creature and using 
its abilities drains Kirk’s magical power. Once it runs 
out, he’ll revert to his human form, which naturally 
regenerates magic power but is much weaker. 

While exploring the dungeons you’ll come across 
(very) simple puzzles, weapons, armour, potions, keys 
and magic items you can collect, plus gain XP and 
eventually level up (thought all stats are hidden). 

While all this sounds cool, ShadowCaster never 
lives up to its potential. Kirk has all these interesting 
abilities, yet they are used sparingly and in predictable 
ways. Combat is the real focus, but it’s dull and slow 
(especially for a Doom- like), with small, crude maps, 
weak enemy design and over-reliance on melee. 

A real-time blobber inside an (early) Doom engine, 
ShadowCaster was a promising concept powered by 
an impressive technology, but its parts never clicked 
together. It’s not surprising that Raven Software would 
next create Heretic, streamlining the RPG elements to 
deliver a Doom-like fast-paced FPS. FE 


176 



























































R eleased only in Europe and exclusive to the 
then-declining Amiga, this obscure sci-fi RPG 
oozes atmosphere with its audacious two-tone 
palette, ominous soundtrack and exotic setting. 

Inspired by Dune rather than Lord of the Rings 
(why so few games do this?), Perihelion is set in a 
planet ravaged by ancient wars, inhabited by cyborgs, 
psionic cultists and genetically engineered mutants, 
all ruled by a long line of Imperial clones. 

The stylised intro sequence tells of a powerful 
psionic god named “The Unborn” trying to breach into 
this reality, causing chaos all across the planet. To stop 
it, the Emperor summons six prophesied heroes kept 
in stasis for centuries just for this moment: your party. 

You start the game by creating said party from 
several races and classes, in a complex but poorly 
explained ruleset - you can do things like customise 
the DNA composition of hybrid races, but the manual 
wont even tell you what each class stands for! That 
finished (somehow), you start your quest. 

Perihelion is a first-person dungeon crawler with 
tactical turn-based combat, similar to the Gold Box 
games. A core difference is that its much shorter - 
about 8-10 hours long - and focus is more on its story. 
Combat occurs sparingly and there are no random 
encounters, which is welcome given how slow and 
underwhelming the games battles are. 

That, unfortunately, can also be said for most 
of the game itself. The atmosphere is great, and the 
story tries very hard to be interesting, but you’ll spend 
most of your time roaming across empty cities and 
dungeons, trying to figure what to do next. 

There’s also the issue of the interface - while it 
looks impressive, it’s cumbersome and unintuitive. 
Simple actions such as examining an item or talking 
to NPCs are way harder than they ever needed to be. 


In fact, the entire game has this strong “form over 
function” feeling. Features such as using computer 
terminals for investigative work (you need to actually 
type in commands like “read” or “login”) or crafting 
your own spells via runes are all great in concept, but 
become busy work due to their poor execution. 

It’s a shame that such unique presentation and 
setting are tied to such a weak RPG. In the end, it’s better 
to just look at, rather than actually play Perihelion. FE 



Perihelion 
was declared 
abandonware 
by its designer, 
Edvard Toth, who 
put together a 
game + emulator 

pack for anyone 
to download. 


The tactical turn- 
based combat 
looks similar to 
the Gold Box 
games, but uses 
action points and 
psionic spells. 


To examine an 
item you must 
select it on the 
inventory screen, 
move to the 
network screen 
and then type 
"ANALYSE". It gets 
tiresome fast. 


177 



























*ln 2004 a new 
version called 
Princess Maker 2: 
Refine was issued 
in Japan for PS2 
and Windows, 
featuring updated 
art and full voice 
acting. This is the 
version released 
on Steam in 2016, 
thought some 
fans still prefer 
the original leaked 
MS-DOS beta. 


Each job has its 
own pros and 
cons. Working as 
a farmer helps to 
raise stats that 
are important for 
a fighter, but it's 
frowned upon by 
the nobles. 



P rincess Maker 2 is a Japanese RPG, but its US 
release was an adventure by itself. In 1995 Soft- 
Egg Enterprises began to localise the game into 
English, but ran into countless delays. By the time 
things were sorted out, no one cared anymore for an 
MS-DOS game. Without an official English release, 
the game became a cult hit after a beta version of the 
translation was leaked and started to circulate in the 
early 2000s. It was only in 2016 that the game finally 
was officially released in English, via the Steam store. 

The series is worthy of a closer examination, as 
Princess Maker (1990) pioneered the sim-raising genre, 
spawning many sequels and inspiring similar games. It 
also helps that the game was developed by Gainax, the 
anime studio famous for Evangelion. So let us abandon 
all prejudices and dive into this often overlooked gem! 

Princess Maker 2 takes place in a fantasy-medieval 
setting, where players take the role of a retired war 
veteran to whose protection was entrusted a young 
girl. As her father, players must raise the girl from her 
10th birthday until she turns 18-years-old, taking care 
of her jobs, studies, training and adventures. 



Each of those activities takes 10 days of a monthly 
schedule you must plan for your daughter. Working 
increases some of her stats but decreases others and 
a potential pay depends solely on her performance. 
For example, working as a lumberjack will increase 
strength but decrease her sensibility. If she works well, 
she returns home with a pay. Schools are expensive, 
especially in the early game, but as your daughter 
studies, she can advance into more expensive master 
classes, which yield even more skill points. 

She can also participate in more traditional RPG 
activities: going on adventures bringing back money, 
rare items and having special encounters (tip: usually 
by camping near interesting locations). There are four 
places to go through, each moderately more difficult 
than the previous. Every area has plenty of surprises, 
even if their size feels underwhelming. Adventuring 
wont usually take more than a third of the game’s time 
for most players. Sometimes random enemies will 
appear, engaging your daughter into battle. Combat is 
very simple, and consists only of attacking with either 
physical hits or magical spells and using items. 

Stats include many skills and attributes, both 
visible and hidden ones; oddly enough, attributes 
don’t affect skills in any way. Your daughter’s starting 
stats depend on her sign and blood type and she’ll 
face various hidden checks during the game. 

Depending on players’ goals each stat is more or 
less useful (although some may take a part in a wider 
variety of goals). Increasing them may be sometimes 
a challenge in the face of ever-decreasing funds, 
especially since developers have foreseen that most 
players would make their daughters warriors on a first 
playthrough, thus making it the most difficult path. 
But pure might won’t take her far; only investing in 
social skills can take her up in the social ladder. 


178 






















































"Mr. Okada [Gainax's President] 
told me that, because he was born a 
man, he often failed to understand 
women. He wanted a game where 
he could experience how it would 
be to live and die as a woman. [...] 

I also had a game I wanted to make. 

I loved Nobunaga's Ambition, but 
didn't enjoy the battle scenes. I 
wanted a game that was Nobunaga's 
Ambition, but only the parts where 
you train subordinates. [...] The next 
week I returned with a smile in my 
face, saying 'let's make a game about 
raising a girl'." 

- Taka mi Akai, 
Princess Maker 2's director 



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Stress 211“ 


The game overflows 
with stats, skills and 
numbers, but not all 
of them are under 
your control, e.g. 
if you don't treat 
your daughter well, 
she might become a 
stubborn delinquent. 


Don’t want your daughter to become a fighter? 
Worry not, Princess Maker 2 features more than 70 
different careers. Once she completes 18 years, the 
game ends and she’ll follow a path depending on 
how she was raised, as well as her friendships and 
actions during the game. She can become a hero, a 
dancer, a painter, a general, a queen, a martial arts 
teacher, a BDSM queen, a nun, a writer, a luxurious 
prostitute, a thug, a knight or even the Princess of 
Darkness. Sometimes there is also an extra check to 
see how well she’ll perform in a given profession. 
Dancer’s success depends on constitution and only 
intelligent thugs can avoid pursuit. 

At mid-game your daughter gets, based on her 
stats, a rival which she will have the pleasure of facing 
at festivals. These festivals take place once a year and 
she can participate in a combat, cooking, painting or 
dancing challenge - all which wield fantastic rewards 
and a great deal of fame. 



During battles you simply choose between using physical or 
magical attacks, and hope that all that training was enough. 


What really sets Princess Maker 2 apart are its 
choices and consequences. Is your daughter refined 
and charismatic? Then a rich man in love will start 
appearing and giving her free money. Did she sell the 
sword she got from a king? It will be found and her 
reputation will go down. Did she befriend a prime 
minister? Then as a judge of a dancing competition 
he will make sure she gets an easier time beating the 
challenge. Did she slay many monsters? Then she will 
stop having any remorse about it. Should she paint a 
good painting, it will be displayed in her room. Those 
little moments are what make or break a game, and 
Princess Maker 2 is outstanding in this regard. 

Driven heavily by stats and by player decisions, 
Princess Maker 2 is a great game for players who enjoy 
those aspects of role-playing games. 

You won’t find challenging combat or deep 
plotline here, but rest assured, it’s a game you will 
want to replay, again and again. JMR 



When out on adventures, your daughter might find wild 
beasts, treasures and some very special encounters. 


There are nine 
Princess Maker 
games, most of 
them released 
only in Japan. 
However, there 
are various 
Western spiritual 
successors, such 
as Cute Knight, 
Spirited Heart 
and Long Live 
the Queen. 


179 

















































After releasing 
Veil of Darkness, 
Event Horizon 
changed the 
company's name 
to DreamForge 
Intertainment. 


The dialogue 
system uses 
both highlighted 
keywords and a 
text parser. 


Combat is real- 
time and based 
on clicking on the 
weapons in your 
hands-an odd 
mix of Diablo and 
Dungeon Master. 

Your health is 
measured by a 
body in a coffin. 


V eil of Darkness is an odd game. You play as 
a cargo pilot whose plane suddenly crashes 
in a remote Romanian region. Saved by the 
daughter of a local baron, you quickly realise that 
leaving the valley is out of the question. Indeed, an 
evil vampire called Kairn magically sealed the region 
using mist, hence the name Veil of Darkness. 

The good news is that an ancient prophecy fore¬ 
told your arrival, nominating you as the “chosen one”. 



Your task in the game is to fulfil the prophecy 
stanza by stanza (its a HUGE pamphlet), following it 
almost as a quest log, to learn the tragic tale of Kairn 
and eventually kill him. 

Your biggest allies are in a camp of mysterious 
gypsies, acting as advisers and healers. The story feels 
unique, the dialogues are well-done and the gothic 
atmosphere itself is gripping. If you are half the nerd as 
I am, you’re already screaming “dark lord, gypsies, fog: 
RAVENLOFTl” Too bad that the generic protagonist 
feels out of place with his lack of personality and 
outrageous yellow jacket. 

Even if its sold as an RPG, Veil of Darkness is 
more like an adventure game in the end. It’s possible 
to smash hordes of enemies without breaking a sweat 
and most of the bosses or special enemies are glorified 
puzzles. Indeed, combat is in real time but not very 
difficult, that is IF you possess the right weapon. 
Like in every horror story, each monster is weak to a 
certain type of weaponry. Movement and combat are 
solved through clicking, giving serious Diablo vibes. 

Before dealing with Kairn directly, various tasks 
given to you by villagers and linked to the prophecy 
must be dealt with: hunting down a werewolf, curing 
a child from madness, laying a ghost to rest, etc... 
Progression is left to the player’s freedom but lack 
of certain key objects or weapons tend to limit your 
options. Quests are solved through specific actions, 
chain of dialogue or just getting a unique item. It’s not 
rocket science but some thinking might be required. 

In a nutshell, Veil of Darkness is a great adventure 
game but not really a good RPG. It was Event Horizon’s 
last attempt to mix both genres, as they went back to 
make more orthodox CRPGs and the excellent point - 
and-click Sanitarium. Still, I would recommend it for 
the nice story and the Ravenloft vibes. TR 


180 













V ampires are pretty cool, but you know what is 
cooler? Vampires in a cyberpunk setting. At 
least, that is what Microprose thought when 
they created BloodNet. 

The premise is quite simple, you play as Ransom 
Stark, a private eye living in a futuristic Manhattan. 
One nights flirting with a cute girl ends up going 
south as he is bitten by a hundred-years-old vampire 
cleverly called Abraham Van Helsing. Stark escapes 
but is doomed to slowly turn into a fully fledged 
vampire. The objective of the game is simple: destroy 
Van Helsing and find the ultimate icebreaker to 
destroy once and for all the vampire “virus”. Its mostly 
Shadowrun with a touch of World of Darkness. 

Being half-vampire, Stark has a humanity and 
a bloodlust pool. You must drink blood to keep 
the bloodlust under control, but you lose humanity 
when biting humans. The story and the dialogues are 
intriguing and usually well-done. Ransom is a funny 
character, the supporting cast is extremely colourful 
and the vampire/cyberpunk concept eventually 
grows on you. 

BloodNet uses a lot of stats: combat, hacking, 
social but also vampire-related skills. Party members 
can be enrolled to expand your panel of actions. 
The controls are point-and-clicks with gigantic 
environments and very tiny pixelated characters 
evolving through them. Its not very good-looking 
and some cutscenes use those god awful old early 
3D renders. You can also hack into the cyberspace to 
access “pits”, private sectors through specific keywords 
to solve major puzzles or reach sub-quests. 

Combat is awful and badly explained. Its a basic 
turn-based system, but some stats don’t make sense 
and others are useless. For example, initiative never 
works and damage ratings seem completely random. 


Its just a mess and once you understand that 
only firearms and high-tech weapons are useful, you 
just save-scum and power your way through. 

BloodNet starts with an interesting premise, 
develops it halfway but never truly succeeds in 
turning it into a fun game. The ending is also a cop- 
out and feels like a sequel-hook. Unfortunately for 
MicroProse, the planned sequel - BloodNet 2000 - 
was quickly cancelled. TR 




Explores 3b BritefSJ 


One of the 
characters,Benny 
Puzzle, speaks 
in crossword 
puzzles. Here, 
he's offering to 
buy you a drink. 


Besides the skill 
trees, there's 
also a good 
amount of items 
for you to equip 
your characters, 
including unique 
weapons and 
armour. 


181 






























Q» 00 

£ 2 - 



o 


Betrayal at 
Krondor had 
quite the 
interesting 
development 
history, and 
it has been 
described in 
detail by lead 
writer Neal 
Hallford on 
his website in 
a series titled 
"Krondor 
Confidential". 


You'll face several 
kinds of enemies 
in combat, as well 
as puzzle-like trap 
encounters that 
require you to 
navigate the area 
in a certain way. 



B etrayal at Krondor was released in 1993 and still 
remains one of the best games the CRPG genre 
has to show. The reasons for this are many, but 
they all, ultimately, come down to the same thing - 
BaK offers all the “major” RPG design aspects (combat, 
exploration, narrative), and it does so splendidly. 

The combat might appear basic on paper. You 
control 2-3 characters on a small semi-isometric grid, 
taking turns smacking down enemies that usually 
outnumber you. The real deal, however, lies in the 
details, as the combat in Krondor is very fiddly. 

Taking damage lowers combat efficiency, spells 
are interesting and plentiful, but cost health to cast, 
and some enemies may come back from the dead or 
run away when low on HP. Preparation is also vital, 
since foes not only outnumber you, but also employ 
dirty tricks such as poisoned or blessed weapons (and 
contrary to many other games, poison in Krondor is 
serious business). Thus, its always good to keep a large 
supply of consumables of your own to boost your gear 
and even the odds. Especially if you’re about to face 
five angry Moredhel warlocks. 



While the combat in Betrayal at Krondor might 
not be particularly groundbreaking, it has one major 
job that it accomplishes exactly as it should - to burn 
through your supplies and put blocks in your way as 
you explore. 

Exploration is a key part of the game. Not only 
is the gameworld huge and full of content, it also 
opens nearly all of its landmass to you from the get- 
go and encourages you to uncover it. The shortest way 
towards your goal might be the most perilous one, 
while side-paths, hidden dungeons and seemingly 
unimportant villages may hold hints necessary to 
understand the events that play out in the game. 

Another great aspect of Krondors exploration 
is how involved it is. Your party needs food rations 
to keep going, and you have to watch out for rations 
that are poisoned or spoiled. You can use various 
spells to light your way in the night or hide yourself 
from enemies. You can go anywhere you want, dig 
up cemeteries, catch diseases and die on the way to 
the temple because you forgot to pack the necessary 
medication, or get exploded in a naphtha mine after 
you try to use a torch. 

There are also plenty of puzzles along the way, 
including the famous Wordlock chests that open only 
when you give the right answer to their riddles. The 
only thing that could be said to spoil the exploration 
a bit are the game’s graphics, which haven’t aged all 
that well. Or, at least, the ones showing the regular 
outside world because underground sections and 
general artwork (and the glorious live actors in goofy 
costumes) are all top-notch. Not to mention the 
terrific music that accompanies you everywhere. 

Finally, the area where Krondor probably shines 
the most, and which no game to this day has managed 
to topple, is its writing and narrative. 


182 













''Unlike other games whose 
progression mechanic largely 
revolved around 'clearing out' levels 
and always moving forward, we 
made a radical decision. Our game 
world would be persistent. It would 
exist - and change - whether or 
not the player showed up to see 
what was going on. In answer to the 
classic zen koan, our answer was 
yes, the tree would definitely make a 
sound when it fell in the forest, but it 
would be up to the player to decide 
whether or not they were going to 
be there to hear it fall." 

- Neal Ho Ilford, 
Betrayal at Krondor's writer 



> 


"UJe must be nearing the sleeping glades that Prince Colin 
spoke of. I recoil he sofd we should remain close to the 
mountains once we passed north of o riuer's fork. UJe should 
be able to ouoid the effects of the spell if he spoke truly..." 


Like a book, 
Krondor's story 
is divided into 
several chapters, 
each following 
a set group 
of characters 
pursuing a certain 
objective. 


The game is loosely based on Raymond E. Feist’s 
Riftwar saga, a high-fantasy book series from the 80s, 
although it doesn’t share that many common elements 
with the books (which is probably for the best, to be 
frank). If you’re familiar with Riftwar , you’ll probably 
recognise many of the characters and past events 
described in-game, but that’s it, really 

Still, this grounding in literature lends itself 
well to Krondor s general writing format. That is, 
everything here resembles a book. The story is divided 
into chapters, each switching between different 
characters and locations. Messages show up on paper 
pages, descriptions are detailed and robust, and there 
are very few “functional” texts to find here, such as 
“this doesn’t work” or “wrong item” - no, the game 
always presents you an intricate picture of something, 
such as a character trying something nonsensical and 
saying he has to stay focused or he’ll be putting jam on 
his sword and poison in his sandwich the next time. 


But the style is not all, for the story in Krondor is 
also one of the best around. The game presents you a 
political intrigue with a hundred million billion twists, 
turns and hidden layers, and it’s up to your party, 
caught in the middle of this maelstrom, to make sense 
of it. Plus, as said before, simply going from plot point 
A to B is never enough. To really connect the dots you 
have to investigate the whole world and gather clues, 
or you’ll just keep stumbling around. 

Betrayal at Krondor is, suffice to say, quite 
possibly my favourite RPG of all time. When you think 
of most other role-playing games, you’ll always find 
yourself saying, “it’s a great one, but...”. In Krondor , 
there are no “buts”. This game is great through and 
through. It has no underdeveloped or bad sides, nor 
does it fall apart as it keeps going. 

It’s the closest we’ve ever got to a perfect entry in 
the CRPG genre, and I’ll be willing to fight you to the 
death to defend this statement. DR 



Exploration is in first-person, and you'll venture through 
caves and dungeons besides the large overworld map. 



Items, spells, weapons and actions are all presented in a 
book-like fashion, instead of the usual descriptive texts. 


While Betrayal 
at Krondor 
was based on 
Raymond E. 
Feist's books, 
it's actually 
a whole new 
story. It was 
later adapted 
by Feist into 
a novel called 
Krondor: The 
Betrayal. 


183 

















Magnetic Scrolls 
was a British 
company that 
developed many 
text adventure 
games during 
the 80s, such as 
The Pawn (1985) 
and The Guild of 
Thieves (1987). 
The Legacy was 
their last game. 


The visuals of the 
game were very 
advanced for the 
time, and the 
interface is based 
on resizeable 
windows that can 
be moved around. 


The Legacy presents 
several pre-made 
heirs for you to 
choose, such as a 
retired marine, a 
businesswoman 
or a journalist, 
but you can also 
create your own. 


T he Legacy casts you as the heir of a mansion. 
As soon as you enter it, the door locks itself, 
zombies infest the hallways and you begin to 
find disturbing notes detailing occult rituals. 

If this sounds similar to Alone in the Dark (1992), 
released in the same year, that’s because it is. A lot. They 
even share a heavy Lovecraftian tone, even if the manual 
insists that The Legacy was inspired by Edgar Allan Poes 
The Fall of the House of Usher story. 



The of thii atm - pan iaus gm st nt 

chipped. 

This lune engiawed stone feels warn to the touch. 
The security foci is npwQpcn. 


You manage to dodge around pom assailant. 



■ Si flu of the Dj^k 

“ Walk*r 
d - ' u 

The Sigh t of The Dark 
Walker is bestowed on all 
mortals who call upon his 
name power, 
imperfect beings see 
through the light of the 
shadow. 


Canoe J Next ♦ 


However, while Alone in the Dark was about 
puzzle-solving and a few deadly monsters, The Legacy 
is an RPG. A dungeon crawler, to be precise. Each 
level is a twisting maze, filled with one-way doors, 
traps, teleporters and secrets - challenging to navigate 
even with the help of the on-screen mini-map. 

Monsters are also plentiful. From zombies to 
extra-dimensional beings, be prepared to fight a lot. 
Combat is in real time, much like Dungeon Master , 
and each victory gives you XP to improve your stats 
and skills - but will likely also cost valuable resources. 

And that’s the challenge: resource management. 
Health items are extremely rare, as are bullets and 
crystals that restore magic power. You can rest to heal, 
but only at rare safe areas - and sleeping makes you 
hungry, so you’re limited by food availability. 

As such, Realm of Terror can be a very difficult 
and frustrating game - one that might force you to load 
an old save file or even restart if you wasted too much 
ammo, magic or health early on and can’t proceed. 
Its first few hours can be punishing for newcomers, 
especially if they spent points on the “wrong” skills, 
but that’s also when the atmosphere is at its best. 

Sadly, once you’re better prepared, the tension 
dims and inventory management becomes the main 
challenge. The game has dozens of weapons, items 
and puzzle pieces, but you can carry very few of them 
at once. You’ll often find a puzzle and be forced to 
backtrack to grab its solution. Luckily, the monsters 
don’t respawn - if you bothered to kill them. 

Overall, The Legacy is an exotic and charming RPG, 
with a presentation ahead of its time and some tense 
moments. But once its Lovecraftian monsters become 
trash mobs, most of that atmosphere vanishes. It’s still 
great for dungeon crawler fans, but it’s easy to see why 
Alone in the Dark is the superior horror game. FE 


184 




















































M ultiplayer RPGs released before the Internet 
came along are rare treasures. While they’re 
often limited in some manner, they more 
than make up for it with the joy of not being alone in 
front of the computer. 

Hired Guns is such a game, one that aims for those 
aspects of gaming: the companionship of friends and 
teamwork. This real-time dungeon crawler allows up to 
four players to squeeze in front of a single computer to 
control a band of mercenaries on a top-secret mission. 

The game pays for its multiplayer focus by being a 
very “lite” RPG. There is no character creation process: 
players pick their merc(s) from the pool of 12 available 
characters, and besides included gear, three bare- 
bones stats and a Human/Droid race factor, there is 
nothing more to speak of in RPG terms. The XP only 
serves as a high score counter, nothing more. 

What helps give each character an identity is 
their gear. The medic carries health kits and a stun 
gun, the combat droid lugs a mini-gun about and the 
mystery woman packs a plethora of psi-amps, the 
games version of magic spells. These limited-use items 
do things like act as weapons, build bridges, teleport 
players and generally affect the terrain in various ways, 
and are often essential to completing each stage. 

There are three game modes on offer: practice 
stages, single missions and the long story campaign. 
Gameplay in each one boils down to finding keys, 
killing baddies, solving environmental puzzles and 
reaching the exit, sometimes under a time limit. 

In order to fit in the multiplayer the UI has been 
streamlined to a bare minimum: each character gets 
25% of the screen, with tabs for their first-person 
view, inventory, stat page and map display. Playing 
with the mouse is surprisingly intuitive, but not so 
much with the keyboard and joystick. 


Hired Guns is truly a case of “the more the 
merrier”; playing alone has you control four meres at 
once, while 2-player mode splits them evenly and 3 
and 4 players get only one mere each, which is where 
the game truly shines. 

The campaign is long and challenging and I 
strongly advise tackling it with a couple of friends, 
just like I did in 1995, hence the fond memories I have 
of this game. AV 


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A reboot of 
Hired Guns was 
being made in 
the late 90s, as 
a multiplayer 
mission-based 
FPS. The game 
was cancelled, 
but a demo is 
still available 
for download. 


Character 
selection screen, 
showing one of 
the 12 playable 
mercenaries. 
Each comes with 
unique stats and 
inventory. 


A four-player 
game where 
each character 
is accessing a 
different screen: 
first-person view, 
map, stat screen 
and inventory. 


185 







































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The Dark Sun 
setting was 
quite popular 
in American 
prisons. TSR 
received a lot 
of fan mail 
from prisoners, 
who identified 
themselves 
with the slave 
gladiators. 


Dark Sun is an 
AD&D campaign 
setting, but its 
ruleset allows 
you to play with 
some exotic races 
and classes, such 
as a Thri-Kreen 
Psionicist, a Half- 
Giant Gladiator or 
a Mul Preserver. 



A thas, the world of Dark Sun , was once a planet 
full of life. It was turned into the desert by 
power-hungry and mad wizards thousands of 
years ago. Here we follow the story of four unlikely 
heroes. Slowly rotting away in a prison of city-state 
Draj, awaiting their death in the gladiator arena. Will 
they rise and change the face of unforgiving Athas? Or 
will they become more forgotten souls whose corpses 
will be buried under the never-ending sea of sand? 

The game starts with party creation. Dark Sun is 
an AD&D campaign setting, so things should be quite 
familiar. You can choose the race of your characters, their 
alignment, their professions and adjust basic attributes 
like strength, dexterity or wisdom. There are no skills, 
feats or perks as we expect from the games of today. 

There is, however, one thing that sets it apart 
from other RPG games of its time: Psionics. Each 
character has psionic abilities that allow them to 
disintegrate animate objects, absorb diseases or 
transform your arm into a weapon. Beware though, 
almost all intelligent creatures on Athas have such 
abilities, and they will not hesitate to use them. 



Your party begins as slave gladiators, forced to 
fight monsters to the death in the arena. The world of 
Dark Sun is presented in top-down, slightly isometric 
view, and fights are turn-based. The well-designed 
interface is entirely mouse-driven, presented with 
self-explanatory icons and is very easy to use. 

In between the fights you wander around pens 
talking to their inhabitants, solving small puzzles and 
mini-quests. This is where you’ll slowly notice some 
of the great elements of Dark Sun. The dialogues offer 
a great amount of text and options for the players, and 
most, if not all, of the quests have multiple solutions, 
allowing you to choose whichever approach you like. 

Since you don’t want to spend the rest of your 
days counting hay straws and occasionally fighting for 
the amusement of Average Joe, you need to escape. 
If you want to use the brute-force approach you can 
hack your way out, even teaming up with another 
gang; or if you want to avoid confrontation altogether 
you can try to bribe the Templars. This gives the game 
an enormous amount of replayability. You can play 
Dark Sun over and over and you will always find new 
quests and new ways how to complete them. 

After escaping the pens, the main quest begins: 
to rally the free villages in a fight against the mighty 
army of city-state Draj. They are preparing a military 
campaign that is supposed to wipe out all ex-slaves. 
This is another example where Dark Sun shines: its 
openness and non-linearity. You want to help all 
villages or none at all and face the army by yourself? 
You can! Want to investigate a remote cave, visit the 
travelling caravan or go deep into the lair of a mad 
wizard? It’s up to you where to start and where to go 
next. The game is divided into over 30 areas, each a 
huge open space with many quests, adding to nice 
40+ hours of gameplay. 


186 



























Dark Sun's dialogues look average today, but they were novel Every character in Dark Sun can use Psionics, but 

at the time, offering players plenty of text and options. you'll also see many of the traditional AD&D spells. 



The combat system is turn-based, using the AD&D ruleset, 
but the Ul keeps things simple and accessible. 


The sequel, Wake of the Ravages expanded the game in 
every sense, unfortunately even in the amount of bugs. 


While exploring the game areas you’ll face many 
adversaries. There will be zombies and spiders, but 
these are just a nuisance. The real test of your skills 
will be fighting extra-planar Tanar’ri, 15-foot-tall 
Mountain Stalkers or the huge Mastyrial scorpions. 
And it’s not only the fauna that wants to kill you. 
Forget what you learned about fantasy races from all 
the Tolkien-derived worlds out there - here Halflings 
are xenophobic cannibals, elves are honourless 
nomads and none of the other races are any better. 

Graphically, Shattered Lands is very pretty, with 
nicely drawn environments, each area with its own 
distinctive look, feel and unique variety of monsters. 
Unfortunately the game was set back by low-quality 
animations and numerous bugs. While I have not 
encountered a critical one, there were occasional 
hiccups where I had to restart the quest or go back to 
previous save positions. 

The story continues in the follow-up game, Wake 
of the Ravager (1994). Our heroes arrive at the city of 
Tyr and need to stop the coming of the dragon. 


In short, Ravager is bigger, louder and much 
more buggier. Sprites got much bigger, animations 
were improved and the overall mood became much 
grittier and dark. The atmosphere was improved by 
voiced dialogue, new cutscenes and a great CD-audio 
soundtrack. Sadly, some of the bugs were game¬ 
breaking and you could face a complete restart of your 
game due to an inability to finish one of the main quests. 

The Dark Sun saga was concluded in Dark Sun 
Online: Crimson Sands (1996), a short-lived online 
RPG, preceding the likes of Ultima Online. Its brief 
history is one plagued with development and budget 
issues, many bugs and rampant cheating by players. 

Dark Sun: Shattered Lands was supposed to be 
a breakthrough for SSI, but it was plagued by bugs 
and delayed releases. Furthermore, the game was 
the product of a transition era - ahead of its peers 
in many aspects, such as the UI, the open areas, the 
dialogues, and the multiple quest solutions, while also 
struggling on how to implement these features. Give 
Dark Sun a spin, you won’t be disappointed. BM 


You can 
transfer your 
party from 
Shattered 
Lands to Wake 
of the Ravager. 
This, however, 
will cause all 
enemies to 
have twice the 
HP, which will 
make the game 
really hard. 


187 





























Not only is 
the artwork is 
fantastic, but 
the game is fully 
voiced, with 
Patrick Stewart 
cast as the King. 


The game is full 
of little details, 
such as how 
the characters' 
portraits reflect 
their injuries. 


W estwood Associates had a great run with 
SSIs Eye of the Beholder and its sequel, 
before Virgin Interactive snatched them up 
in 1992, renaming the development house Westwood 
Studios. In 1993, they put their experience to good use 
with Lands of Lore: The Throne of Chaos. 

Now free to build their own rules, they took the 
AD&D crunch found in EotB and tried to make it less 
intimidating, while providing no less of a challenge. 




Much like titles from the Gold Box and Ultima 
series, the game came with a more technical manual 
explaining the interface and separated the fiction out into 
a separate book. It detailed the evil of Scotia, her Dark 
Army, and a short, mythic history of the land which laid 
out the foundations for Westwoods new world. 

Players chose one of four heroes to take up the 
quest up with, each with their own strengths and 
weaknesses from the scaly Ak’shel and his magic to 
the roguish Kierean, the well-rounded Conrad or the 
straight-up basher Michael. Up to two NPCs could 
eventually also join your chosen hero, making it more 
of a “blobber” experience. 

Attributes were cut down to two catch-all bins - 
Might and Protection. Skills were similarly shortened 
to three major categories - Fighter, Rogue, and Mage. 
But instead of using experience points to determine 
your characters development, Lands of Lore followed 
the example of titles such as Dungeon Master in 
making it so that using actions most associated with 
each character would improve them over time. 

The game was also relatively linear as you fought 
through one zone after the next during the quest, but 
the first-person 3D world Westwood put together 
was like EotB on pixelised steroids. Outdoor areas, 
towns, and traditional dungeons peppered with traps, 
hidden switches, beasts that could dissolve weapons 
or disarm players, and interactive NPCs celebrated 
Westwoods last dalliance with grid-based dungeon 
-crawling all automapped for your pleasure. 

Tough, brutal encounters and dungeons later 
in the game were offset only by the ability to rest 
anywhere, but Lands of Lore knew when to take the 
gloves off and punished unprepared players despite its 
deceptive simplicity. It’s a formula that holds up well 
even today, and a crawl still worth delving into. RE 


188 





















D ungeon Hack is, sadly, a good idea poorly 
implemented. The game employs a reworked 
version of the Eye of the Beholder engine 
to create a real-time single-character graphical 
roguelike that allows you to customise its random 
dungeons. It also offers some new features, such as the 
addition of an automap and a new class - the Bard. 

However, making it a real-time single-character 
roguelike that uses the AD&D 2nd edition rules is 
also what virtually damns it. 

Dungeon Hack is a very straightforward roguelike, 
in which you descend through a dungeon without 
any sort of shop or rest stops along the way, killing 
monsters and finding loot in a randomly generated 
labyrinth with simple puzzles normally involving 
putting a dozen keys into a dozen types of door until 
you find or kill the objective at the bottom of it. 

Along the way you’ll battle some of the over fifty 
monsters present in the game - including liches and 
invisible feyrs - and face hazards such as underwater 
levels, anti-magic fields and starvation. 

Yet between the over-reliance on die rolls, the 
awkward challenge of quickly controlling your actions 
in real time and its AD&D adaptation, having a 
properly fun time is distressingly just out of range. 

Given that TSR’s AD&D rules are designed for 
turn- and party-based RPG combat, it should be no 
surprise that they are troublesome in a game built 
around a single character exploring a dungeon in real 
time. There was no effort in adapting the rules, so 
classes such as the Bard, Mage, and Thief are practically 
useless, as the game hardly provides any benefit to 
playing them. Most locked objects require specific 
keys, and the combination of real-time combat with 
a slow spell interface make the Mage virtually useless 
and easily killed here. 


Had Dungeon Hack been a party-based roguelike, 
the issues with its constant “Save or Die” elements 
would have been lessened, and more than a handful 
of character builds would be genuinely viable. 

As it stands, the game is only worth trying if 
you are a big fan of the roguelike genre, willing to 
overlook the obvious gameplay flaws. It’s just sad that 
the concept behind Dungeon Hack had so much more 
potential than the game was able to deliver. RM 




The graphics 
are improved 
over the already 
excellent Eye of 
the Beholder. The 
added mini-map 
is also welcome. 


One nice touch 
is being able to 
customise the 
random dungeon 
and then share it 
with your friends. 
(You can also 
get rid of boring 
level-draining 
undead.) 


189 



























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You can check 
the Unlimited 
Adventures 

Hall of Fame 

to learn all 
about FRUA's 
most popular 
modules, then 
download 
the modules 
from frua. 
rosedragon.org 


While FRUA 
was somewhat 
limited at first, 
players have since 
created tools to 
allow for custom 
classes, races, 
stats, artwork 
and music. 



T he popular “Gold Box” series began in 1988 
with Pool of Radiance and now, after six years, 
twelve games and several big changes in the 
industry, it was showing its age. SSI then concluded 
the series with Forgotten Realms: Unlimited Adventures 
(FRUA), a toolset intended to allow aspiring designers 
to create their own Gold Box-like games, replicating 
most of the functions that existed in the core games. 

At first FRUA had some hard limitations on what 
could be changed, but they were eventually overcome 
with the use of hacks, such as UAShell. These hacks 
allowed a designer to introduce a multitude of 
changes to the default Dungeons & Dragons modules 
and create other styles. Since the toolsets release, the 
FRUA designers have developed all kinds of fantasy 
modules, as well as science fiction, cyberpunk, horror, 
humour, superhero and even anime-style modules. 

Over the years, a community of devoted followers 
has sprung up around the FRUA toolset. This collection 
of designers, hackers and players continually keep new 
innovations and modules (also referred to as “designs”) 
coming out at a regular intervals. 



The community hosts a forum at www.ua.reonis. 
com , releases an occasional newsletter and even holds 
module creation contests based upon various themes. 
They post reviews of modules, both new and old, in 
order to help new community members find the best- 
quality scenarios to suit their needs. 

No mention of FRUA could be complete without 
a discussion of the actual modules created for it. Many 
of them rival the original Gold Box series of games in 
design, scope and ambition. 

Those looking to stick with D&D need look no 
further than Ray Dyers massive “Rea/m” series. This 
group of 40+ modules translate many popular AD&D 
tabletop modules into playable FRUA scenarios. 
Everything from “ The Keep on the Borderlands” to 
“The Temple of Elemental Evil ” to even a remake of 
“Pool of Radiance” can be found within Realm. 

Original AD&D- style modules exist as well, 
including Ben Jockish’s “ The Sect” John Rudys u The 
Guild” and Ben Sanderfer’s “ATI: Dark Alliances”. These 
adventures can take players through Dragonlance, 
the Forgotten Realms, Greyhawk or any number of 
AD&D’s established worlds, and anyone who wants to 
roll up a party and delve into deep dungeons looking 
for treasure is likely to find a lot to love. 

Science fiction modules are less prevalent but still 
popular, with several of them being based upon Buck 
Rogers (in the style of the SSI’s Buck Rogers games). 
Harri Polsa has created a series of sci-fi modules 
around his main character, Millar Jade Vanderholle, 
though they have met with some controversy due 
their explicit sexual nature. 

All modules are classified as either “Vanilla”, 
which uses only FRUA's assets, “French Vanilla”, which 
adds new artwork, or “Hacked”, which has extensive 
changes and requires the use of the UAShell mod. 

































Areas are 24x24 squares in size and can have multiple 
tilesets at once, making for large and diverse dungeons. 



Besides the first-person exploration, you can also create 
overland maps with events and random encounters. 





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"Hacked" modules use UAShell to have more flexibility, 
allowing them to modify FRUA’s rules and appearance. 


Some modules have a bigger focus on storytelling and 
will provide a pre-made character for players to use. 


It should also be mentioned that, while intended 
primarily as a tool to create scenarios, FRUA did 
ship with a sample adventure called “ Heirs to Skull 
Crag ”, a forgotten 13th entry in the Gold Box line-up. 
However, its reviews have been less than favourable 
in comparison to the SSI classics that preceded it. 

Given the limitations of FRUA , it was only a 
matter of time before someone began work on a sequel 
to the toolset in order to remove those limitations. 

In development since 1995, Dungeon Craft has 
seen several modules released for it. The advantages 
of this toolset include being able to run natively in 
Windows, the use of high-resolution artwork and 
having an unlimited number of events and art assets. 
The disadvantage is not being compatible with FRUA 
modules. The engine is open-source, and still under 
development, with a large following all of its own. 

Another spiritual successor, the IceBlink Engine , 
was kickstarted in 2012. Combining parts of FRUA and 
Bio Wares Neverwinter Nights , it can be used to create 
modules for both Windows and Android systems. It is 
still lacking in features, but its future looks promising. 


Despite developments on these systems, though, 
there still remains a hardcore following for FRUA and 
its modules. New breakthroughs in hacking the engine 
continue to happen and designers find new ways to 
excite players through inventive use of artwork and 
storytelling. For a toolset that is nearly 25 years old, 
FRUA has stood the test of time. 

As members of the community like to say: so 
long as there are adventures to be played, there will 
be someone there to play them. And so long as there 
are stories left to tell, there will be someone there to 
create them. BE 

Mods: 

UAShell: An important tool that applies the hacks 
within a modules directory, such as custom art and 
music, then reverses those same hacks when the player 
is done. It contains several tools to help designers affect 
changes within the FRUA engine, so running a hacked 
module without UAShell can lead to strange results and 
even the odd bug or crash. 


SSI abandoned 
FRUA within a 
year of release, 
leaving some 
bugs behind. 
The FRUA 
community has 
since released 
their own 
unofficial 1.3 

patch, fixing 
several issues. 








































* Pentaaram 

is a fan-made 
open-source 
program 
that enables 
Pagan to run 
on modern 
computers. 


You witness an 
execution as soon 
as you arrive, 
setting the grim 
tone of the game. 

No one knows 
about the Avatar 
here, and they 
won't hesitate to 
execute you. 


U ltima VIII: Pagan is overall the 13th game 
to bear the Ultima name, and it is one of 
the franchise’s most controversial entries. 
Rushed out, much of the game was scaled back, cut, 
or - at worst - left unfinished in the final product. 

The material that remained in the game unscathed 
suffered from a strangely disjointed sense of direction, 
as if competing development ideologies had not yet 
been hammered into a cogent whole. A dark - at times 
even morbid - tale of Machiavellian ethics and moral 
expediency contrasted sharply with an inexplicable 
focus on jumping mechanics and Super Mario-e sque 
platforming - leading some to derisively dub the game 
“Super Avatar Bros”. 

Yet despite its monumental development woes 
and lack of overarching direction, Ultima VIII remains 
a compelling and distinct entry in the Ultima series - 
foreboding, unfamiliar, viciously morally ambiguous, 
and possessed of a truly unsettling, claustrophobic 
atmosphere. Had it been given the care it deserved, 
it may have proven a worthy successor even to the 
mighty Ultima VII duology. 



Instead, it is an enduring testament to the way 
in which the “business” side of the gaming industry 
can cripple a promising project - a hard lesson, and 
unfortunately still a very relevant one today. 

The narrative of Ultima VIII begins directly 
where Ultima VII: Serpent Isle ends. The Avatar finds 
himself helpless in the hands of the Guardian, an evil 
invading deity hell-bent on conquering the Avatars 
adopted fatherland, Britannia. In order to punish 
the Avatar for continually meddling in his plans, 
the Guardian exiles him to the eponymous Pagan, a 
barren land of darkness. From there, the Avatar must 
search for a way to return to Britannia - all along in 
a desperate race against time, as the Guardian has 
already begun his grim conquest. 

Though Ultima Vffl’s story functions as a direct 
continuation of the Ultima VII duology, the gameplay 
mechanics are substantially different from its two 
immediate predecessors - and even, to varying extents, 
from any of the previous games in the series. Gone is 
the slant-overhead camera perspective of Ultima VII - 
Ultima VIII was the first, and is currently the only, game 
in the series to have a pure 3D-isometric perspective. 
The Avatars “companions”, iconic party members 
present even in the earliest games, are missing for the 
first time - the Avatar must journey alone. 

The turn-based, battle-scene combat of earlier 
Ultima games had already been simplified in Ultima 
VII into a more fluid, real-time action system; in 
Ultima VIII , that system was even further simplified 
- some would say devolved - into what is, for all 
intents and purposes, “hack and slash” combat. 

The magic system was also overhauled from the 
one found in Ultima VII - spells now require a lot 
more effort and time to cast, arguably marginalising 
them in favour of weapon-based attacks. 


192 









''With Ultimo VIII , I wanted to be 
even more severe with the sinister 
elements. That's where your 
character went off to the land of 
Pagan, which was the Guardian's 
home world. This world wasn't 
your standard, virtuous goody- 
goody-two-shoes setting, to the 
point where, if you tried to uphold 
the goody-goody-two-shoes life 
in the game, you couldn't get 
anywhere." 

- Richard Gorriott, 
Ultima VIII: Pagan's producer 



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The newly added platforming sequences are 
a chore by any metric, but the initial release of the 
game coupled them with absolutely horrific jump 
controls, clunky enough to be virtually broken. The 
initial uproar caused by these jump mechanics was so 
vehement that EA released a patch altering them into 
a significantly more manageable endeavour. 

So - with all of these caveats, flaws, questionable 
design choices, and development woes, what worth 
does Ultima VIII offer? For one, the atmosphere 
holds up incredibly well. Despite the many cuts and 
revisions, the developers have still managed to craft a 
compelling, alien world, full of oppressive dread and 
an inescapable sense of vulnerability. The Avatar is a 
stranger in Pagan, and the player, too, is meant to feel 
like a stranger - alienated from the grim, featureless 
landscape, the vile NPCs, and even from the Avatar, 
who commits progressively more uncomfortable 
atrocities in his urge to return to Britannia. 



Each school of magic has a different way of preparing 
spells - such as arranging reagents on a pentagram. 


Even today, Ultima VUFs depictions of bloody 
human sacrifice and demon summoning can still 
provoke shock and disgust. The narrative - though 
fraught with plot holes, dropped arcs and other 
inconsistencies - nevertheless communicates its main 
theme quite viscerally: that the Avatar, in pursuit of 
his own “just” ends, is systematically perverting and 
shattering his own code of virtues. 

At the games conclusion, it is clear that the 
Avatar s victory is Pyrrhic at best; and at worst, it is not 
a victory at all, but rather the final collapse of a moral 
code that the Avatar has spent many Ultima games 
striving to uphold and protect. 

Ultima VIII is a very disappointing example 
of squandered potential. And yet, beneath all of its 
faults and missteps, there lies within it an important 
philosophical counterpoint to the naive optimism of 
Ultima IV: take care that you do not abandon your 
virtues, even in pursuit of the greater good. CR 



To jump you must press both mouse buttons at once. 
I assure you, it's even more awkward than it sounds. 


The Guardian is 
worshipped in 
Pagan and his 
voice constantly 
taunts you, 
providing false 
hints, laughing at 
your actions and 
describing how 
he's destroying 
Britannia. 


An expansion 
called The Lost 
Vale and a CD- 
ROM enhanced 
version were 
planned, but 
both were 
cancelled due 
to poor sales. 
Read more 
about The 
Lost Vale on 
page 508. 


193 














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Thomas 
Biskup created 
an Indiegogo 
campaign in 
2012 to fund a 
'rebirth' of ADOM's 
development. 
It raised $90,000. 


ADOM uses nine 
main stats and over 
40 skills you can 
level up and train 
for, as well as a 
corruption system 
which incurs random 
mutations, such as 
gills or acid blood. 


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Thomas Biskup, 1994 . V. . / .8 

Windows, MS-DOS, Amiga, Mac and Linux 


I was lucky enough to have a home computer in the 
early 80s. I learned how to read and type by playing 
interactive fiction games and roguelikes. The high 
difficulty and complexity of those early roguelikes 
means that many of them have been a fixture in my 
life for decades, and of those early roguelikes, ADOM 
(Ancient Domains of Mystery) has meant the most to 
me over the years. The first release of ADOM was in 
1994, and development continued until 2002. In 2012, 
development resumed following a successful crowd¬ 
funding campaign. 

The first time I played ADOM it felt like a 
missing connection between interactive fiction 
and roguelikes. Interactive fiction games (the early 
Zork games and Colossal Cave Adventure tend to be 
the most enduring examples) give you the feeling 
you’re exploring real places: handwritten stories 
embroidered with puzzles, and rooms furnished with 
enough clues to solve those puzzles but written to 
suggest a lived-in world beyond that room. 

Rogue , the game that gives ‘roguelikes’ their 
name, was an attempt to solve a specific problem with 
interactive fiction: once you figured out the puzzles, 
there was little incentive to play them again (beyond 
the comfort of returning to a beloved film or novel). 


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The way that roguelikes tried to solve the 
problem was to focus on procedural generation: the 
task of world-building was collapsed into algorithms 
that would build it anew every time the player 
embarked on a new quest. However, in the quest 
to produce the perfect “forever” game, most of the 
world-building was given over to the cold thrashing 
jaws of procedural generation. 

ADOM differentiates itself from other roguelikes 
right from the start: before players begin the game, 
they are invited to “Embark on the Postcard 
Adventure” - an option on the main menu that lists 
Thomas Biskup’s home address with the simple request 
to send him a postcard if they enjoyed ADOM. It’s a 
remarkably human gesture in a genre of game that 
established itself as a vector for cold machine logic. 

During character creation, there are 12 races 
and over 20 classes to choose from. Certainly, some 
combinations are more effective than others, but the 
game will let you pick any combination you want. In 
keeping with the concerns that motivated Rogue, the 
choices you make during character creation will have 
a major impact on how the game plays out. 

Once you’ve created your character, a short 
passage describing your upbringing is generated, 
populated with some events that relate to your 
race and class. It’s a brilliant way to prime players, 
something that later roguelikes would replicate and 
build upon to great effect. 

After this, ADOM does what made me fall in 
love with it, something that cut against the established 
orthodoxy of roguelikes up until that point: ADOM 
drops you right into the mountainous Drakalor Chain 
of the world of Ancardia; not the top floor of an 
astonishingly deep dungeon, but a whole corner of the 
world, full of caves and towns and dungeons. 


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The tower of eternal flaires 


"ADOM was inspired by several 
roguelike games: most prominently 
NetHack, Angbond as far as early 
visualisations go and Omega for the 
wilderness area. The commercial 
RPG Wasteland (IMHO still the 
best computer RPG ever) was 
the prime sample as far as open 
storytelling goes, the pen-and- 
paper RPG Warhammer provided 
the inspiration for Chaos and 
Corruption/' 

- Thomas Biskup, 
ADOM's creator 


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ADOM's fixed 
world map 
was inspired 
by another 
roguelike, Omega 
(1988), and 
would set it 
apart from other 
roguelikes. 


While dungeons are procedurally generated, the 
overworld in ADOM remains static. The starting town, 
Terinyo, is always in the same spot, as are the dungeons. 
Ancardia is a lived-in mess of a place, with quests 
to complete and people to meet. The quests come in 
a range of flavours: many require the player to kill a 
monster somewhere, some are epic, world-changing 
fare - stop (or join) the chaos that threatens all of 
Ancardia - and, to my delight, a few are cheerfully 
banal: save a cute puppy at the bottom of a dungeon. 

ADOM is an important game in the roguelike 
canon, but what does that mean to someone who hasn’t 
followed the genre for decades? At the time of writing, 
Biskup has made good on his promise to implement 
graphical tiles and release the game on Steam. He has 
added an indispensable tutorial mode and a range of 
difficulty options, making ADOM one of the most 
accessible traditional roguelikes on the market. 


Many traditional roguelikes, for all their 
procedurally generated content and complexity, still 
dabble with handcrafted sections, but that authored 
content is often exclusively focused on small puzzles 
that are disconnected from a wider world. 

If you are not already sold on banging your 
head against a vertical difficulty curve, there’s little 
there to motivate you to stay; very few of those early 
roguelikes care about the stakes of a wider world 
beyond their dungeons. 

ADOM’s gambit is that there are wider stakes 
than simply getting the MacGufhn or killing the evil 
in the dungeon. It’s no surprise that ADOM’s design 
decisions inspired some truly phenomenal modern 
roguelikes, such as Tales of Maj’Eyal (2012) and Caves 
ofQud (2015). But what really makes ADOM special 
is how it still holds up even in the context of that kind 
of competition, even after so long. RP 


If you want to 
know more 
about ADOM's 
history, check 
out this 2016 
presentation 
Thomas Biskup 
gave at the 
Roguelike 
Celebration 
event. 



ADOM Deluxe, 
sold on Steam 
since 2015, comes 
with graphical tiles, 
mouse support, 
achievements, 
more gameplay 
customisation 
options, special 
challenges and 
other nice updates. 


195 













































Cyberlore 
Studios was 
founded in 
1992 by ex-SSI 
developers. 

Later they 
partnered with 
their former 
employer to 
make Al-Qadim 
and Entomorph. 


Al-Qadim combat 
and puzzles are 
simple, but well- 
executed, similar 
to those on the 
2D Legend of 
Zelda games. 


The dialogues are 
interesting and 
well-written, but, 
despite the many 
choices, few of 
them have actual 
consequences. 


A l-Qadim is not your typical RPG. Usually, 
CRPGs are about experience points, stats, 
numbers, skills, plethora of weapons and 
huge amounts of choices. And although Genies Curse 
is based on the obscure AD&D setting Al-Qadim , 
the game is nothing like that. You play a predefined 
character and you won’t ever need to check your stats. 
Yet still this game is for me one of the best role-playing 
experiences I have ever tasted. Why, you might ask? 




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Al-Qadim puts you in the curly shoes of a corsair 
finishing his training. Note that you are not a corsair 
in the ordinary meaning - on the contrary, you are 
a law-upholding hero, part of a respected family, that 
adheres to a strict code of honour and is always helpful to 
anyone in distress. That’s what I liked about the game, it 
moves away from statistics and numbers to what I find 
really important: character and storytelling. It’s true, 
you don’t have much choice in how to play the game, 
and the story tries to keep you very strictly on rails, but 
in exchange it gives you the opportunity to really create 
a connection with your character. 

As you return home, you are joyously welcomed 
by your family. That time is, however, cut short due to 
a tragic event - your family’s genie has attacked the 
ship of the Caliph. With your parents now in prison, 
it’s your task is to find who is responsible for this. For 
that you’ll battle foes with a very simplified real-time 
combat and overcome many puzzles, usually based 
on switches and maze navigation. When you are not 
fighting or getting lost, you’ll be testing your wits 
during conversations with NPCs. 

The Al-Qadim setting is heavily influenced by 
the Arabian Nights stories, so during your travels 
you’ll seek advice from a sorceress, solve riddles from 
djinns, sail the seas on a magical ship, ride on flying 
carpets and other fantastical adventures. The game 
has beautifully drawn graphics, with vivid details, that 
give it a fairy-tale feeling. This atmosphere is further 
enhanced by its rich Arab-inspired MIDI music. 

Al-Qadim is worth trying for various reasons. 
If you love good storytelling and you would like to 
relive your childhood, when the fairy tales were full 
of true heroes with pure heart, then it is definitely a 
game for you. Just don’t come in expecting the complex, 
stat-heavy RPG experience of other SSI titles. BM 


196 


























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A fter releasing Zork in 1980, Infocom ruled the 
text adventure genre during the 80s. When 
the company was purchased by Activision in 
1989, a few employees decided to jump ship and set 
up their own company, called Legend Entertainment. 

Their first games, such as the Spellcasting series, 
were roughly text adventures with static images and 
a friendly interface. However, in 1994, armed with a 
new engine, Legend tried something truly unique. 

Created by veteran Steve Meretzky, Superhero 
League of Hoboken is a humorous Adventure/RPG 
hybrid about a team of ridiculous superheroes who 
live in post-apocalyptic New Jersey. 

As the Crimson Tape, a hero whose only power 
is to create organisational charts, your task is to gather 
a team of similarly underpowered heroes and wisely 
use them to complete various missions. 

These missions are solved in the usual old-school 
adventure game fashion: you collect countless weird 
items, using them and your “unique” powers to create 
rather unusual solutions - like playing Frank Sinatra 
songs to kill an army of evil pigeons. 

The game, however, is explored via an RPG-like 
world map, where you can freely travel from your HQ 
to various locations, such as villages, stores, museums 
and decayed landmarks. More areas open as you learn 
to cross rougher terrain and acquire subway passes. 

You’ll also face random battles against bizarre 
creatures, like psionic evangelists, mutant bureaucrats 
and even a robotic version of Richard Nixon. Combat 
is turn-based and very simple, even though it allows 
for 9 party members. Most heroes will just melee or 
shoot, but a few weird powers like Tropical Oil Man’s 
“increase foe’s cholesterol” can be quite useful. 

The downside of this unusual mix of genres is 
that you’ll spend a lot of time walking across the huge 


map and battling monsters while trying to figure out 
the puzzles. Often the item you need for a mission is 
on a dangerous and undiscovered area far away, or 
even only available as a rare drop from battles. 

What holds everything together and keeps the 
game enjoyable is the brilliant writing. From missions 
about buying guacamole to lawyers suing your party 
mid-battle, Superhero League of Hoboken manages to 
be as funny as it’s flawed. FE 



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Legend would 
still produce 
a few more 
games, such as 
the cult classic 
Deathgate. 

It then closed 
down in 2004. 


Some items are 
used for puzzles, 
others to reach 
new areas, and 
a few will even 
increase your 
stats or give 
characters new 
superpowers. 


The RPG side is 
very accessible, 
with a simple 
turn-based 
combat system, 
few stats and 
heroes that 
automatically 
wear their best 
equipment. 


197 






























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*The Windows 
version of 
Realmz is 
outdated and 
doesn't have 
the Divinity 
toolset. It's 
advised to 
play the Mac 
version, using 
emulation 
software such 
as Basilisk II or 
SheepShaver. 


Realmz was quite 
ahead of its time, 
allowing events 
to be solved in 
multiple ways: 
dialogue choices, 
skill checks, 
special items, 
spells, etc. 



Fantasoft, 1994 
Mac and Windows 1 


Info Game Adventure Character Bestiary Maps. Notes Preferences Music 


IB/IB S 


C ountless adventures across countless realms 
- this might as well have been the slogan of 
Realmz. Developed primarily for Macintosh, 
Realmz is a game that proudly wore its genesis in 
the 90s on its sleeves - bright colours, an incredible 
assortment of character creation options, plus a 
shareware philosophy and business model that led to 
an incredible staying power, even as time wore on. 

On first running Realmz, the player is presented 
with a single “scenario” that they can play to their 
hearts content: the City of Bywater, a simple and 
relatively bare-bones adventure that could be 
completed in the haze of a summer afternoon. Not 
counting the areas sealed off until you paid for and 
registered your copy, that is. 

Despite the simple and relatively spartan roots, 
Bywater is still a fun and surprisingly versatile little 
adventure. And behind it lies Realmzs incredibly 
complex character creation system. The plethora of 
options and statistics is astounding, allowing you to 
create truly complex parties of up to six characters, 
with exotic heroes such as Leprechaun Cabalists, 
Kobold Crusaders and Vampire Dabblers. 



Each of the 19 races and 20 classes - or castes, 
as they are known in Realmz - also possesses other 
advantages or disadvantages, such as fire-resisting 
demons or regenerating lizardmen. Stats range from 
movement and attacks per round to racial resistances, 
hated enemies and even complex ageing charts. 

Fine-tuning your party leads to one of Realmzs 
many surprising strengths - the multiple approaches 
to certain events. Wandering around Bywater, for 
example, might lead you to a young boy whose dog 
has fallen down the well. To help him you can use a 
rope, have an acrobatic party member flip down into 
the well, call the town guard, try to use a spell, etc. 

This flexibility also lent itself well to combat. 
Turn-based and highly tactical, combat is reminiscent 
of SSI’s “Gold Box” RPGs, updated to include a 
mouse-driven interface and improvements such as 
terrain types, obstacles, guarding against approach 
and much more. Every battle feels unique as large 
enemies jump over obstacles, giant bees paralyse the 
party, necromancers summon undead hordes, squishy 
rogues chuck flasks of oil to save their lives, etc. 

Realmz is a potpourri of old-school pen-and- 
paper ideas, and nowhere is that more true than magic. 
There are three different schools of magic, each with 
their own utility, combat, and scenario-based spells. 
The Waterworld spell, for example, makes your party 
able to breath underwater, opening new horizons for 
you to explore - or allowing you to survive a flash 
flood in a murky cavern. Casting is mana-based, and 
you can “overcast” a spell, increasing its mana cost, 
but also its damage and area of effect. 

The scenario is a melange of fantasy that does 
whatever it pleases, and it’s all the more charming for 
it. Barring some twists and turns, Bywater is a shallow 
and linear story, but can be surprisingly effective. 


198 













































"Most of the Reolmz scenarios 
have been aimed towards hack- 
and-slash as that area is really 
lacking in RPGs. Sure, there are 
games out there that give you 
hack-and-slash, but they don't go 
into enough detail with character 
development. I got so sick of games 
that had your character broken 
down into 3 coloured lines: Health, 
Attack and Defense. I wanted a 
game that let me get into the nuts 
and bolts of a character's stats. 

That is where I think Reolmz 
top-of-the-line.'' 


- Tim Phillips, 
Reolmz's creator 



Regardless, the solid and multifaceted character¬ 
building combined with the flexible encounters and 
events successfully convinced players to register their 
games, which not only unlocked all of Bywater, but 
gave access to the Prelude to Pestilence scenario, a 
higher-level scenario, while also offering the ability 
to create high-level characters. Which youd end 
up needing if you didn’t spend your time wisely in 
Bywater (or spent too much time, and become a little 
too strong). Combat can become very complex very 
quickly, especially when magical enemies, buffs and 
debuffs come into play. 

But make no mistake - the meat of the game 
was the stories you built around your characters and 
party; as well as recruitable allies such as the friendly 
wizard Vodalian, or Reppep Rd, a drunk dwarf found 
in the local brothel. Being able to imagine your party 
and their stories, however, is probably what lead so 
many fans to want to create more, and developer Tim 
Phillips allowed them just that. 



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The interface is rather clunky, but it offers very detailed 
information on all the game's stats, rules and items. 


The Realmz Divinity toolset is fairly primitive 
by todays standards for mod tools, but at the time it 
allowed fans of the game to create their own scenarios 
to do with as they pleased. You could even license 
them in the hopes that someone would pay you for 
your time, share them with friends or spread it freely, 
on the wild and untamed Internet of the early 90s. 

And many did. Though it never flourished in the 
way gaming communities have now, with easier access 
to the Internet and fewer barriers to entry, the fact that 
a humble shareware game survived from 1994 to the 
early 00s is a testament to the stories fans created. 

For all the faults Realmz has - a hefty interface 
and manual that wants players to pay respect to 
them, a somewhat cumbersome weapon-swapping 
mechanic that becomes remarkably intuitive the 
longer you play, a blistering maze of hotkeys, and no 



real end-state - those too are its strengths, as well, and 
it deserves to be remembered for them. There are still 
realms out there waiting to be explored, after all. TW 


The magic system allows players to boost the strength 
and area of a spell by spending more magic points. 


Combat is the 
main strength 
of Realmz. 
Tactical, full of 
options and with 
a mouse-driven 
Ul, it feels like 
an updated 
Gold Box game. 


In 2001 
Fantasoft 
released New 
Centurions, a 
sci-fi RPG based 
on Realmz's 
engine. It was 
only released 
for Mac, and 
is no longer 
available for 
download. 


199 












































Arena can be 
somewhat 
tricky to run 
properly under 
DOS Box, so we 
recommend 
the handy 
ArenaSetup 
package,that 
comes pre¬ 
configured. 


Seasons alter 
the weather, 
clothing and races 
change with each 
region and even 
landmarks, such 
as Morrowind's 
Red Mountain, 
can be seen on 
the horizon. 


T he Elder Scrolls: Arena is the first game in 
Bethesda’s long-running Elder Scrolls series. 
It came out in 1994, roughly two years after 
Ultima Underworld opened everyone’s eyes to the 
concept of a first-person, free-roaming RPG. 

But Bethesda had their own ideas. In 1990, they 
sharpened their open-world teeth with The Terminator 
license, casting players as either Kyle Reese or the 
Terminator and set them loose in an open-world slice 
of Los Angeles. It was crude, but it paved the way for 
Arena. Instead of a dungeon, or a city, Bethesda set out 
to create an entire continent filled with both. 

Lead designer Vijay Lakshman and his team 
went out to create their own world and lore, inspired 
by old pen-and-paper RPGs. The continent of Tamriel 
(Arena is the only game in the series to feature the 
entire continent) measures “three to four thousand 
kilometers east to west”, and is populated by a variety 
of races, environments, flora and fauna. It also includes 
a day-and-night cycle and even its own calendar, with 
holidays and special dates unique to each region; all 
that inside a stack of eight 3.5” floppies. 



Tile-based CRPGs have been doing that for years 
with smaller, 2D worlds, but taking those concepts 
into the interactive intimacy of a free-roaming 3D 
experience raised the CRPG bar as much as Ultima 
Underworld did. 

Fiction filling the opening pages of the manual 
layout is a familiar starting point that Elder Scrolls fans 
will immediately recognise - a captured prisoner. In 
Arena , you languish in a dungeon beneath the Imperial 
City, where careless exploration could easily kill you 
even before beginning your epic quest to find the pieces 
of the Staff of Chaos and end the rule of the usurper 
hiding in the Emperors skin, Jagar Tharn. 

18 classes await in Arena , along with D&D- like 
stats to shape their your character from one of the 
eight races in the game. Or, borrowing a page from 
Origins Ultima IV , a series of questions suggest which 
class will be best for the player. I remember spending 
an hour or so carefully mixing different classes and 
races together, testing them in the opening dungeon 
against sewer vermin, and then starting over again to 
try another class and mix of statistics. 

Despite the Ultima IV inspirations, there’s no 
alignment or strict moral fibre tying players’ hands. 
You’re free to bash down doors in the middle of the 
night to break into stores, steal everything and kill the 
guards on the way out with the loot if you want, while 
searching for a way to end Jagar Tharn’s rule. 

Combat appears to be simple button-mashing, 
but hides some unexpected depth. Melee attacks are 
done by holding the right mouse button and moving 
the mouse across the screen. Each movement executes 
a different type of attack: moving sideways leads to a 
slash, while a vertical movement results in a thrusting 
attack. Attacking at the same time as your enemy will 
parry the attack. 


200 













"Up to that time, Bethesda 
had never done a role-playing 
game, only action games like the 
Terminator series and sports titles 
like Wayne Gretzky Hockey. 

I remember talking to the guys at 
Sir-Tech who were doing Wizardry 
VII: Crusaders of the Dark Savant 
at the time, and them literally 
laughing at us for thinking we 
could do it." 

- Ted Peterson, 
Arena's designer 



In Arena 
the Khajit 
descend from 
an intelligent 
feline race, but 
have human 
appearance 
due to memory 
limitations. 


To help vanquish your foes, Arena features about 
21 weapon types and 26 armour pieces, all of which 
can be made from one of eight different kinds of 
metal - such as Iron, Mithril or Ebony - each with a 
different bonus. Furthermore, enchanted items might 
be found in dungeons or bought in stores. And, if 
you’re lucky, you might even hear rumours pointing 
you towards one of the legendary artefacts of Tamriel. 

Also, if the 50 spells available are too boring, you 
could always try and create your own from a huge 
number of factors and effects (which could sometimes 
lead to making Mages wildly overpowered). 

As you kept playing, the randomly generated 
quests made it easy to ignore the main campaign. The 
way that the game randomised the end-goals for side- 
quests, dungeon locations, and the rumours one could 
hear from one town to the next fed into that sandbox 
illusion with more and more hours spent wandering 
through each province just to see what was there. 


As compelling as the smoke and mirrors were, 
technology only went so far. The massive continent 
is mostly empty, filled with procedurally generated 
plains. Despite being visible on the map, there was no 
Red Mountain (or mountains for the most part) and 
doing so many side-quests would make some of those 
dungeons in the wilderness seem a little too familiar 
after so long with a bit of repetition thrown in. 

Regardless, the sheer geographic vastness and 
the idea of infinite adventure successfully made the 
world of Tamriel a sandbox of possibilities that other 
CRPGs had only paved the way forward for. 

With a 3D viewscreen, action-oriented combat, 
and blending all of that in with attributes, player- 
driven morality, and a world filled with a wide variety 
of equipment and empowering loot, Arena lived up 
to its name as a crucible for players to find their own 
way and become the first stepping stone to Bethesdas 
biggest series. RE 


Since 2004 
Bethesda 
has made 
Arena freely 
available for 

download, as 
part of the 10th 
anniversary 
of The Elder 
Scrolls series. 


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At Mage Guilds you can pay to create your own spells, 
combining up to three effects in any way you want. 



It's vital to talk to NPCs and ask them directions. 
They also provide side-quests and useful rumours. 


201 


























1995-1999 

New 3D worlds 
and new audiences 


The second half of the 90s continued with the impressive release of 
new games that spawned iconic series or even entire new genres, but now 
3D graphics were the new hot thing. 

Powered by the new generation of consoles, Super Mario 64 , Final 
Fantasy VII, Metal Gear Solid, Resident Evil, Medal of Honor, Tomb Raider 
and Gran Turismo sold millions and set the standards for 3D games. 

On the PC side, RTS and FPS titles continued to rise in popularity, 
with blockbusters like Command & Conquer, Age of Empires, WarCraftll, 
StarCraft, Quake, Unreal and Half-Life. With the audience expanding, 
games like Full Throttle, Diablo, Phantasmagoria and Baldurs Gate also 
sold over a million copies each - an amazing feat at the time. 

However, producing games was quickly becoming more and more 
expensive. Mistakes had a heavier costs, and companies like Interplay 
started to sink under failed attempts to get into the 3D craze and/or 
the booming console market. Decade-long series suddenly ended after 
disappointing jumps to 3D, such as Kings Quest VIII: Mask of Eternity, 
Ultima IX: Ascension and Quest for Glory V: Dragon Fire. 

The arrival of Windows 95 erased any remaining doubt that PCs 
were now synonymous with Windows, but the “Winter combo was 
weakened as Intel’s Pentium chips saw increased competition from AMD. 
Rivalry was also grew increasingly fierce among 3D acceleration cards, 
sound cards, peripherals like joysticks and even Internet browsers. 

With 3D games being so popular, companies like 3dfx, Nvidia, S3 and 
ATI fought for dominance with their “3D accelerator” graphics cards - a 
battle mostly dominated by 3dfxs popular Voodoo cards. 

By the mid-90s, the Internet had become the new frontier for 
business. Every company wanted a website (not often knowing why), eBay 
and Amazon were founded, the first banner ad campaigns appeared and 
there was a lot of market speculation - the dot.com bubble had begun. 

Two browsers fought for dominance then: the Internet Explorer and 
the Netscape Navigator. But Microsoft giving its browser for free to any 
Windows 95 owner led to a quick victory, with most browsers becoming 
traditionally free and a subsequent trial in 1998, which condemned 
Microsoft for crushing its competitions to secure its monopoly. 

Meanwhile, Apple was lost. Their new console, Pippin, was a failure 
while the Macintosh was a relic. The solution was to bring back Steve Jobs, 
fired in 1985. With the release of the iMac in 1998, he managed to revive 
Apple, establishing it as the “cool” and out-of-the-box alternative to PCs. 

Between Windows 95s accessibility, popular new games and the lure 
of the Internet, the late 90s is when computers finally went mainstream. 


Trends: 


Online and LAN Multiplayer: Doom allowed up to four players in deathmatch battles. 
With access to Internet still limited, the more popular solution was Doom LAN parties. 
When games like Quake and StarCraft arrived, the Internet was much more widespread, 
and playing online became extremely popular. However, it wasn’t simple - the IP address 
of players and servers had to be found and typed in. To help, services like GameSpy and 
Blizzard’s Battle.net started to appear, listing servers and handling matchmaking. 



GameSpy was 
originally called 
QuakeSpy, created 
in 1996 to help 
people play 
Quake online. 


3D Graphics: The 90s was a decade of learning how to handle 3D games. Even 
explaining them was difficult early on - Ultima Underworld (1992) had to run magazine 
ads showing an object from multiple angles to illustrate the concept. Then came problems 
like controlling characters (and cameras) in 3D space, competing rendering technologies, 
primitive tools, high system requirements, etc. It was a very long process, but one that led 
to important breakthroughs such as the creation of the analogue stick. 



Super Mario 64 
was an early 
poster boy for 3D 
games, showing 
just how well the 
concept could 
work. 


MMORPGs: While MUDs and other permanent online worlds existed for 
decades, the late 90s saw the popularisation of commercial graphical MMORPGs. 
Meridian 59 (1996) and Ultima Online (1997) not only brought in a record number of 
players, but also standardised charging flat monthly rates, as opposed to hourly fees. 
They would be followed by Lineage (1997), EverQuest (1998), Asherons Call (1999) and 
many others, then peak with the genre’s biggest title, World of Warcraft (2004). 



Ultima Online 
was the first 
MMORPG to 
reach 100,000 
subscribers. 



Windows 95 arrives. 

A landmark, it helped 
make computers more 
user-friendly and became 
synonymous with PCs. 

The Nintendo 64 is released, 
still using cartridges but 
introducing the analogue 
stick. It would sell 32 million 
units worldwide. 

_b_ 

DVDs start to be 
commercially available in 
the US, offering much larger 
storage capacity and faster 
transfer rates than CDs. 

The iMac is released. 
Created by Steve Jobs in his 
return to Apple as CEO, it 
marked the rebirth of the 
company’s popularity. 

The Dreamcast is released. 

Facing the PS2’s overwhelming 
popularity and SEGAs own 
internal struggles, it was quickly 
abandoned, selling 9M units. 

' - 1 




1995 

| 1996 j 

1997 j 

| 1998 

I 1999 



Pokemon is released in Japan 
for the Game Boy, selling 
10M copies. It would arrive 
in the West in 1998, starting 
a “Pokemania” that took up 
the planet, from games to 
anime, toys, cards, etc. 


O u a K t: 



Quake would follow up on 
Doom with fully 3D graphics 
and physics. A landmark that 
popularised deathmatches, 
WASD controls, mods like 
Team Fortress and even led to 
Machinima and speedruns. 



StarCraft is released. 

The most popular RTS of all 
time, it offers three races, 
great story and excellent 
multiplayer. It became an 
early eSport icon and sold 
over 11M copies. 



Half-Life pushes the FPS 
genre from killing arenas to an 
immersive interactive world, 
built on seamless storytelling. 
It also had countless mods, 
including the still-popular 
Counter-Strike. 



Bleem! is released. 

A commercial PS 1 emulator 
for PCs, it was brutally sued 
by Sony. Despite winning in 
court, the legal fees put it out 
of business and emulation 
became an industry taboo. 


203 



























Witchaven was 
made using the 
BUILD Engine, 
which would 
later be used by 
Duke Nukem 3D, 
Shadow Warrior 
and Blood. 


The game 
makes great use 
of physics, with 
neat tricks such 
as firing arrows 
into a wall and 
climbing on top 
of them. 


Utility spells like 
Fly and Night 
Vision, as well 
as potions of 
Invisiblity and Fire 
Resistance, are 
important tools 
for your survival. 



W itchaven is not a fully fledged RPG - its 
a first-person shooter (or rather, hack- 
and-slasher) with RPG elements. There 
are quite a few of those elements: XP, levelling up, 
degrading weapons, different types of armour, 
spells, traps, secrets and other goodies. There are five 
different types of potion to collect, various combat 
and utility spells to learn. But there’s no character 
creation, no NPC interaction and not a single choice 
to be made - besides gore and difficulty levels. 



You play as knight Grondoval, a one-man army 
sent to defeat the evil witch Illwhyrin. Killing trolls, 
imps and other enemies will make you level up and 
become tougher still. Higher levels also mean less 
weapon corrosion and access to more potent spells - 
and you will need those to be able to defeat Illwhyrin. 

Talking about defeat: the need to think tactically 
or die is exactly what makes Witchaven so compelling. 
In the beginning, combat is mostly a close-quarters 
affair, but you will soon find out that the combination 
of degrading weapons and imprecise controls makes 
it an especially dangerous one. Thankfully, most of 
the minions are just as susceptible to terrain-induced 
damage as you are, so using the environment to your 
advantage will end many fights early. 

In later levels and at higher difficulty, you’ll find 
fewer potions, scrolls and even weapons, and chances 
are that you will run out of essential supplies at the 
most unfortunate moment. Discovering that you have 
no spell scroll left when the trapped corridor you 
reached by flying turns out to be a dead end (and you 
haven’t saved in a long while!) would be an example. 
But if you were a little thrifty yourself, you might still 
be able to cross the corridor with the help of your bow 
and arrows - provided you saved those up. 

There are a few shortcomings (mainly squishy 
controls and visually poor interior design), but the 
game scores with its clever use of physics and gripping 
combat. Defeating foes with environmental help is 
even more rewarding than using the ‘Nuke’ spell. 

Witchaven stands today as a product of its time, 
when games like Doom and Hexen were kings and 
everyone wanted a piece of the pie. Too bad that its 
1996 sequel expanded primarily on the shortcomings: 
Witchaven II: Blood Vengeance suffered from horrible 
controls that rendered it nearly unplayable. NS 


204 























I n the not-so-far future, governments have made 
way for mega-corporations, but their pursuit of 
profits at any cost isn’t to everyone’s liking. As a 
consequence, armed rebels have taken the fight to the 
streets. This is the Cyberpunk era you live in, and this 
is where you manage to get yourself killed. 

Then you suddenly get better. You awake in a lab - 
without memories, but with a gem implanted into your 
forehead, and with the minions of NeCrom hot on 
your trail. If you want to find out why this guy is after 
you and why you suddenly have access to a mystical 
power called “Darklight”, you’d better run - NOW! 

Thus starts CyberMage: Darklight Awakening ; by 
David W. Bradley of Wizardry fame. At first glance, 
CyberMage may be a futuristic first-person shooter, 
but it’s driven by a compelling story and incorporates 
several RPG elements. There are traps, secrets and 
puzzles, exploration is an important (and quite 
rewarding) part of the game and the atmosphere is 
immersive. You can (and will have to) talk to NPCs to 
gather information - friendlies and hostiles alike. Not 
everybody should be killed just because the game looks 
like a shooter! Gambling and spending the money in 
different stores are options just as are watching TV or 
driving tanks. And then there are your “magical” skills. 

CyberMage 's way of imparting new spells on the 
player’s character is also intriguing. You’ll also learn a 
new Darklight power by being exposed to its effects! 
This makes for interesting situations: running from an 
enemy with a strong power might be an option if your 
health is low, but, if it’s not, charging him to get hit and 
return his gift would be the better alternative. 

There’s also a more traditional arsenal for non- 
magical combat. Each weapon works differently against 
each type of enemy, while your body armour is split into 
separate parts which can be repaired or replaced. 


But the most important piece of equipment is your 
jetpack. Once you acquire this, you will be immune to a 
score of bugs, as the game will occasionally crash if you 
happen to tread on the wrong patch of ground. 

Add extreme hardware requirements, stupid NPCs 
and a choppy engine, and you’ll know why CyberMage 
never got the cult following it deserves. But behind those 
shortcomings lies an atmospheric, detailed and beautiful 
Cyberpunk world that begs to be explored. NS 




# t&lcom 8880 


CyberMage's 
story is told 
through comic 
book-style 
cutscenes, and 
the game itself 
came with a 
comic book 
showing the 
events that 
lead to your 
death. 


CyberMage was 
produced by 
Warren Spector, 
and some of its 
elements feel as 
a stepping stone 
for what he would 
create in Deus Ex 
five years later. 


The game is 
fully voiced, but 
dialogues are 
simple and one¬ 
sided, with NPCs 
usually just asking 
for money, items 
or for someone 
to be killed. 


205 



























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Stone Prophet 
uses its CD-ROM 
capabilities in 
an unusual way, 
featuring a spirit 
that sings the 
“Song of the 
Elusive Ghost" 

which tells the 
story behind 
the events 
happening in 
Har'Akir. 


The inhabitants 
of the Har'akir 
desert are suffering 
from a terrible 
curse and blame 
outsiders such as 
yourself for their 
fate. Some quite 
disturbing scenes 
are presented. 



A fter traversing a mysterious wall of light, two 
adventurers are trapped in the desert land of 
Har’Akir. A wall of searing heat, known as 
the Wall of Ra, prevents their escape. A flesh-rotting 
disease and devastating storms threaten the survival 
of the remaining inhabitants of the desert, most of 
whom are concentrated in the Village of Muhar. Thus 
begins Ravenloft: Stone Prophet. 

The game takes the form of a first-person dungeon 
crawler, using an early 3D engine that feels very much 
like that of The Elder Scrolls: Arena. It includes an 
automap that is extremely useful to maintain ones 
orientation, and also supports jumping and flight by 
means of the appropriate spells - although these game 
mechanics are much less polished and useful than in a 
game like Ultima Underworld. 

The party begins with two characters you create 
at the start of the game, and can grow to include two 
additional NPCs for a maximum party size of four. 
Stone Prophet also features day-and-night cycles, and 
the blazing sun battering the desert by day requires 
players to maintain a supply of water in order to survive. 



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The combat system is real-time, very similar to 
titles such as Eye of the Beholder and Lands of Lore. 
The game features a rich bestiary, and being aware of 
the abilities of each creature is important to be able 
to overcome them - enemies can be poisoned, given 
diseases, paralysed, stunned, explode upon death, 
or cast certain spells. While most creatures can be 
defeated using normal weapons and spells, some 
require a special approach. For instance, desert trolls 
can only be killed by acid, fire or water, and the three 
greater mummies in the game are so powerful that 
they cannot be destroyed by normal means. 

There are few friends to be found among the 
frightened and superstitious inhabitants of Muhar, 
who believe the party to be responsible for the plague 
and the storms. Nonetheless, many NPCs contribute 
to the quest with interesting conversation and bits of 
history that add a lot of atmosphere to the game. 

Some of these NPCs are willing to join the party, 
believing that they stand more of a chance to leave 
Har’Akir as part of a group effort than on their own. 
These NPCs range from regular humans to exotic 
creatures such as a wemic, a desert troll, an undead 
warrior and even a jackal were. 

Choosing which NPCs to keep is a strategic 
decision, as each of them has his strengths and 
weaknesses. For example, the desert troll is an 
excellent combatant, especially during the earlier 
stages of the game; however, he can’t gain experience, 
has a very limited inventory space, and can’t hold 
anything in his hands. 

The inventory is very elegant, with a simple drag 
and drop interface and mannequins that display your 
current equipment and held items with nicely drawn 
artwork. The inventory capacity, however, is quite 
limited, both in slots and in maximum weight. 


206 































Whenever you enter one of Stone Prophet's dungeons, 
the interface changes to fit the theme of the level. 



The game's exotic companions all have different abilities. 
The Wemic, for instance, can jump to reach high places. 



Ravenloft: Strohd's Possession was the first of the three 
games and featured a distinctive horror atmosphere. 



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Menzoberranzon capitalised heavily on the presence of 
Drizzt Do'Urden, one ofAD&D's most popular characters. 


These harsh inventory limitations force players 
to make tough choices, as the world is so full of useful 
items that one is frequently faced with the dilemma 
of which items to keep. Especially since characters 
also need to carry plenty of water skins to survive the 
blazing desert - or rely on a Create Water spell. 

Spellcasting follows the typical AD&D magic 
system, and is quite similar to that in the Eye of the 
Beholder trilogy, featuring typical spells such as Fireball 
and Magic Missile. Some spells are particularly useful 
(such as Knock or Teleport), and a few are actually 
essential to complete the game (such as Speak with 
Animals, which allows conversation with key NPCs). 

Ravenloft: Stone Prophet provides a welcome 
departure from typical sewer treks with its massive 
Egyptian-style open world. The desert of Har’Akir is 
vast and fraught with dangers, but also provides many 
interesting encounters, in terms of NPCs, items, and 
dungeons to visit. Each of the dungeons, ranging from 
ancient burial catacombs to richly decorated temples, 
provides important insight into the plot as well as items 
necessary to progress in the quest to leave HarAkir. 


Stone Prophet is actually the third RPG developed 
by DreamForge using the same engine. The first of 
these is Ravenloft: Strahds Possession (1994), which 
shares some common themes: after being drawn into 
a strange land crawling with undead, the party must 
find a way to defeat the dark lord of the land and 
secure their safe passage back home. 

The second game is Menzoberranzan (1994), 
which is set on the highly popular Forgotten Realms 
setting. In order to rescue villagers captured by 
Drow, the party descends into the Underdark. On 
the way, they enlist the aid of Drizzt Do’Urden, the 
legendary Drow ranger. The party eventually becomes 
embroiled in a feud between various Drow houses of 
Menzoberranzan, in a bid to free the villagers and 
Drizzt himself. 

Unfortunately, these games aren’t quite as good, 
which led to the entire series being often overlooked. 
Regardless, Ravenloft: Stone Prophet is more than 
worth a look, and if you enjoyed DreamForge’s take 
on dungeon crawlers, perhaps give the other titles a 
try as well. DD 


07 





















































Starting 
with Exile's 
underground 
prison world, Jeff 
Vogel's games 
have a tradition 
of featuring 
unique settings 
and premises. 


E xile: Escape from the Pit was the first of many 
games developed by Jeff Vogel at Spiderweb 
Software. A 2D, turn-based CRPG with party 
management and top-down perspective, its probably 
best known now as the source of the Avernum games. 

The backstory took a lot of fantasy tropes and 
twisted enough of them to make something unique. 
The land of Exile is an underground, subsurface world 
where political enemies of the Empire and hardened 
criminals are sent via a one-way portal. Glowing moss 
on the rocks provide a poor light, while mushrooms, 
rock lizards, and underground streams allow bare 
survival. The people of Exile are beset by underground 
tribes of goblins, lizardmen, and other threats without 
aid or care from the people of the Empire. And it seems 
a demon allied with the Emperor might be behind a 
series of other misfortunes. 

As one might imagine, the people left here to die 
hold a strong grudge against the Empire. Since they 
feel as if they might be doomed anyway, they can at 
least strike back. And that’s your quest - to find a way 
back to the surface and enact revenge. 


Before you can get said revenge, you will create 
a party of six characters and assign skill points and 
attributes to assist in whatever role each character is 
to take. Although you are going to need some heavily 
armed fighters, it’s necessary to have a thief to handle 
traps and locks, a divine spellcaster for healing the 
party, and an arcane spellcaster to throw fireballs. 

New points can be assigned to improve your 
characters upon gaining enough experience to level 
up, and there will be enough currency earned during 
your first quests to be able to afford decent armour 
and weapons. The best spells cannot be employed until 
characters build up enough skill to cast them, so forget 
about raining death upon those that oppose you right 
at the start. 

Also, expect characters to die a lot, so save early 
and save often. Exile is incredibly difficult unless you 
find several important hidden treasures, requiring 
you to have to invest a few hours in searching your 
surroundings. Although the enemies you encounter 
near the first town are a minor threat, wandering 
monsters become increasingly hard the further you 
get from civilisation. 

Skills alone won’t guarantee survival, meaning 
that you are going to have to loot dungeons in order 
to purchase better weapons or find secret stashes of 
magical equipment. This game was designed with the 
completionists and explorers in mind. 

Not everyone will want to kill you, and your 
party will find new allies during their quest. The 
negotiations your heroes make in Exile become 
important factors in future games, and a couple of 
new races become playable in the sequel. 

These new relations drive the plot of this and 
future games, adding lore and a sense of wonder that 
was well designed by Mr. Vogel. 



208 






























"One of the biggest challenges [in 
remaking games] I've had is to just 
respect my younger self, to look at 
something and say, that's dumb, 
that's broken, that's out of control, 
and then just trust my younger self 
and trust my fans who loved this 
game and leave it be.'' 


- Jeff Vogel, 
Exile's creator and 
Spiderweb Software's founder 



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Exile's combat is 
turn-based, with 
a party of up to 
six characters. 

Its remakes 
would keep the 
high difficulty, 
but reduce the 
party to four 
characters. 


Originally released as shareware, Exile came out 
at the perfect time, as you can count the amount of 
worthwhile CRPGs published in 1995 on one hand. 
Although isometric and first-person games were the 
norm during the mid-90s, many players still fondly 
remembered Ultima Vs top-down graphics. 

In fact, Vogel took many aspects of Ultima Vs 
combat and improved upon them, making Exile a much 
better tactical RPG than its contemporaries - and the 
Ultima games themselves. Not a bad accomplishment 
for a game made entirely by one man. 

Its success led to Exile II: Crystal Souls (1996), 
a larger sequel with more character creation options, 
and Exile III: Ruined World (1997), which blew its two 
predecessors out of the water in size and plot twists. 
Blades of Exile was released in the same year, adding 
three short scenarios and a game editor, creating a 
large modding community that still has websites and 
modules in existence today. 


The popularity of the story led Spiderweb to 
revisit and update the original trilogy twice with more 
technically advanced game engines. 

The first was in 2000, with Avernum. Vogel 
updated the interface, made graphics isometric, 
expanded the story and renamed the underground 
world of Exile to Avernum. After remaking the original 
trilogy, Spiderweb created three more Avernum games, 
and a Blades of Avernum game editor. 

In 2011, Vogel released Avernum: Escape from the 
Pit , once again updating the graphics and interface, 
rewriting the story and adding new side-content. 
As Sade says, its never as good as the first time, as I 
consider the Exile trilogy to be the best series authored 
by Jeff Vogel despite the many other great works he has 
developed through the last two decades. 

The original Exile trilogy is freeware now, freely 
available on Spiderwebs website, so prestigious gamers 
have no reason not to give it a go. DT 



The first remake, Avernum (2000), was also released as 
shareware, and eventually became a six-game series. 



Avernum: Escape from the Pit (2011) is a remake of a 
remake, but also a great entry point for modern gamers. 


209 

















































Three novels 
and a tabletop 
RPG based on 
the World of 
Aden setting 
were released 
in 1996, and 
in 2013 a 
sourcebook for 
Pathfinder was 
successfully 
kickstarted. 


The game offers 
a great variety of 
combat moves 
and tactical 
options, but the 
enemies are dull 
and easy to kill. 


Each level up you 
gain a number of 
points you can 
use to improve 
your skills or 
learn new ones, 
but it's advised 
to specialise your 
characters. 


A fter the decline in sales of their games during 
the early 90s, SSI had lost the AD&D license. 
So the company had Shane Hensley, author 
of Deadlands and Savage Worlds , create a new fantasy 
setting for their next games - the World of Aden. 

A peaceful world until a mysterious eclipse called 
the Darkfall brought demons into the land, Aden had 
its inhabitants employing both magic and technology 
to defend their world from the evil Nocturnals. 





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Thunderscape is the first of the two games set in 
the World of Aden. A 3D dungeon crawler, you start 
by creating a party of four characters using an original 
classless ruleset, with nine races, five attributes and 
18 skills - including a few non-combat ones, such as 
Pickpockets, Lockpick, Fast Talk and Xenology. 

You’re then taken to the bottom of a valley, where 
begins your quest to stop the Nocturnal army. While 
the graphics aren’t impressive, with brown muted 
colours and poor draw distance, it’s a fun start, as you 
climb the valley coming across a shop, an elevator, 
secrets, riddles and two NPCs you can recruit. 

The combat system is especially well-designed. 
Turn-based but fast, thanks to the efficient interface 
and quick animations, it also offers a great deal of 
options. There are over 20 combat moves, such as 
Berserk Attack, Mighty Blow, Kick, Shoot, Shield 
Bash, Feign, Aim for Vitals, Block Enemy Advance, 
Dodge Backstab and even the Fast Talk skill to bribe 
or confuse enemies. Spells can also be tuned, as you 
can set how much mana to spend when casting them. 

It’s a depth rarely seen in dungeon crawlers, but, 
unfortunately, it’s wasted on the game’s poor content. 
Most enemies are too easy and stupid to force you to 
fully use the combat system. Add a lot of backtracking 
plus rapidly respawning enemies and after a while 
you’ll get bored and just auto-attack everything. 

And while the first area is content-rich, most 
others are giant, featureless maze-like levels that just 
require you to randomly explore until you find the 
key, item or lever you need to open the next level. 

While it was innovative, Thunderscape feels like 
a shade of a much better game. Great systems are in 
place, but the content fails to take advantage of them, 
offering instead an easy, dull and repetitive experience. 
At least the guitar-driven soundtrack is excellent. FE 


210 










T he second game set in the World of Aden and 
the last RPG published by SSI, Entomorph is 
somewhat of a hybrid title, featuring a bit of 
puzzle and item-hunting, light role-playing elements 
and a heavy dose of arcade-like real-time combat. 

However, the exotic setting and plot are where 
the game really shines. The island of Phoros was once 
a thriving nation, raising giant beetles for both labour 
and food. When an incident known as the Darkfall 
led the beetles to vanish, it fell into chaos. Ten years 
later, a group of nobles start to bring the beetles back 
into the island, but multiple reports of missing people 
and savage insect attacks begin to appear as well. 

You play as Warrick, a squire who returns from 
training in search of his sister, last seen heading for 
Phoros. In an interesting change, your adventures here 
are narrated by a storyteller, as he recounts it to your 
younger brother - sometimes spicing details up a bit. 
Another cool twist is that, as your quests advances, 
you will eventually mutate into an insect yourself. 

Unfortunately, there ends Entomorph s appeal. 
The game uses Al-Qadims engine and tries to follow 
its blend of RPG, action and adventure, but none of 
the different elements work very well here. It opens 
with a big village full of interesting NPCs and a few 
side-quests, but quickly devolves into a linear and 
poorly told story that feels rushed and incomplete. 

Combat is crude - there are no skills, armour or 
even weapons, you literally just punch your enemies. 
And there are no stats or experience points either - 
you only grow stronger by progressively mutating into 
an insect. The magic system is more robust, featuring 
22 different spells, and you can set how much mana 
to spend when casting each one. A nice idea, but you 
have so little mana that you’ll rarely cast anything but 
healing spells, except during the rare boss fights. 


Above all, what really dooms Entomorph is just 
how frustrating its quests are. The game is horrible 
at directing players, and you’ll likely spend hours 
walking without any clear goals, blindly trying to find 
a quest item or where you were supposed to go. 

It’s a shame really, as the concept behind the game 
is refreshingly original, the presentation is colourful 
and the soundtrack is rich. But, unless you are starved 
for exotic games, it’s best to avoid Entomorph. FE 






Thunderscape 
and Entomorph 
sold well, but 
by then SSI 
had already 
been sold, and 
the company's 
new owners 
cancelled any 
further World 
of Aden games. 


You'll morph 
into a giant 
mantis as the 
game advances. 
More insects will 
appear as well, 
and the island's 
vegetation 
will slowly be 
destroyed. 


Some NPCs have 
nicely detailed 
backstories, and 
there are a few 
side-quests you 
can take to earn 
magic items and 
healing potions. 


211 
























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o 


Fans at 
BraindeacTs 

Mordor Site 
created several 
tools and mods 
for Mordor, and 
have also been 
working on a 
remake, named 
Mordor XP: 
The Demise Of 
Dejenol. 


The Windows- 
based interface 
is dated and 
unfriendly, 
but allows for 
customisation 
and quick play 
once you're 
familiarised. 




David Allen, 1995 
Windows 


+ 1.1 Kyu lanmo 3. 2 Giant Frogs 

2. 2 Kyu Hethos 


You are Drowning! 


You hit for 10 damage! 


Blackou 


r 

Map 

Pickup 

Drop 

Fight Spell 

Take 

Open 

Exit 


v 


M ordor: Depths of Dejenol is a MUD-inspired 
dungeon crawler created by David Allen. 
Having gone largely unnoticed at the time 
of its release, it has since attained cult status and 
spawned a series of reiterations, the latest of which is 
Demise: Ascension , a polished, expanded and refined 
experience with Mordor still deeply at heart. 

Although a lacklustre story drives the game 
forward, the core principle that keeps you playing is 
the prospect of tackling a foreboding, labyrinthine 
dungeon complex in a number of diverse playstyle, 
all with their strengths and shortcomings. To get the 
most out of Mordor you need to plan your progression 
in advance, even lay the groundwork with disposable 
characters you don’t mind abandoning once they’ve 
picked up their share of tomes and potions. 

Starting up your first game is a daunting task - 
the several races, stats, alignments and guilds all make 
a difference between a successful progression and an 
essentially flawed character that just won’t cut it at the 
deeper levels. Mordor swiftly and mercilessly punishes 
the ignorant, cocky or unprepared adventurer. 



Unlike with some other titles, you’d best read the 
manual before going in. Even then, death is a novice’s 
companion. The guilds help with resurrection costs at 
the start, but unprepared players might find themselves 
with dead characters they’ve put dozens of hours into 
with no immediate means of getting them back. 

Your adventures start in a town which provides 
equipment, levelling and questing opportunities as 
well as places to store your hard-earned gold, raise 
dead comrades and heal wounds. These only offer 
a brief respite, as you will be spending most of your 
time exploring the massive dungeon. 

Mordor has only one dungeon, but it spans 
15 large floors, each 30x30 squares wide. Add anti¬ 
magic and underwater areas, teleporters, quicksand 
you can lose your items in, buff-stripping squares 
and, of course, a plethora of trapped chests that can 
do anything from displacing or poisoning party 
members to killing them outright, and you have a 
playing field that needs to be tread upon lightly. 

The staple of Mordors gameplay is its semi¬ 
automatic RTwP combat. Its most basic form consists 
of simply watching the battle log until either side dies. 
Bigger groups and harder foes require a more active 
approach however. Fights that would be impossible to 
win by hitting away and hoping for the best become 
manageable once you pause the combat in order 
to cast the right spells, assign different targets and 
defend weaker party members. 

Encounters range from standard fantasy fare to 
more obscure foes like balls of energy - all beautifully 
illustrated in a unique art style. Some are timid, others 
cast spells or can instantly kill you by decapitation or 
stoning. There are even some that will talk to you or 
join and become companions - which can also be 
purchased (and sold) as slaves in town. 


212 
































































"Out of all the work I've done, 

I think Mordor was my absolute 
favourite. Sadly, all of the games 
I created after Mordor just got 
more complex and brought more 
problems rather than established 
a simple cut-and-dry fun time like 
Mordor did." 


- Dovid Allen, 
Mordor's creator 



While you can 
pause to give 
direct orders, 
combat is mostly 
automatic. 
Mordor's real 
focus is on 
carefully building 
the perfect party 
and managing 
your resources. 


Your characters improve by gaining levels in their 
respective guilds and by finding better loot. There 
isn’t much diversity to the items you’ll find, especially 
when starting out, but each serves a purpose and there 
are no fillers or randomly generated ones. Some are 
cursed of course, but that’s a different matter. 

Foresight (or metagaming) is vital when managing 
your party. A single character can potentially join all 
the guilds their alignment and race allow, but that 
becomes prohibitive due to the huge XP requirements 
later on. Guild levels go up into the hundreds, even 
thousands, and neglecting one guild while focusing on 
another results in severe penalties later on. A balanced 
party mitigates this, but the weakness of individual 
members makes for slow delving in return. Whichever 
way you pursue, be prepared for A LOT of grinding. 

After the release of Mordor , David Allen began 
working on a sequel - Mordor 2: Darkness Awakening , 
blending 3D environments with 2D monsters. 



The Mordor 2 and Infinite Worlds betas are still available 
online. While buggy, Mordor 2 is highly regarded by fans. 


He then made a deal with Interplay to publish 
it, renaming it Infinite Worlds , but unfortunately the 
partnership didn’t work out. In 1999 the game finally 
came out, now as Demise: Rise of the Kutan. 

Demise featured fully 3D graphics, multiplayer 
and expanded the dungeon to 30 massive levels, each 
45x45 squares wide, with specific tilesets and unique 
locations like beaches, swamps and graveyards. 

While critics unanimously bashed the game, it 
developed a cult following. David Allen went on to 
work on MMOs, but sold the game’s license to a fan, 
who continues to patch and expand the game - the 
latest version being Demise: Ascension. 

Mordor and Demise are an acquired taste. The 
planning, vast amount of grind and possibility of a 
major setback whenever you descend are certainly 
not for everyone. Nevertheless, they have a unique, 
addictive feel that constantly drives the determined 
adventurer ever deeper. OU 



Demise's crude 3D graphics were already dated in 1999, 
but the insane size of its dungeons remains unmatched. 


In 2004 a group 
of fans created 
Demise - The 

Revelation. 
an expanded 
version of 
Demise. Still 
updated, it's 
now a different 
branch of the 
official Demise 
and freely 
available for 
for download. 


213 


















































































Albion began 
as a sequel to 
Ambermoon, 
but Thalion 
Software closed 
down and the 
development 
team moved 
to Blue Byte, 
creating a 
new story 
and setting. 


Each race and 
class has access 
to different 
items, equipment 
and spells. For 
example, the Iskai 
can wield an extra 
small weapon in 
their tails. 



I n 19951 went to my local computer shop and asked 
the owner for a new good game. He knew my 
preference for role-playing games and suggested a 
game called Albion , from Blue Byte Software. A sci-fi 
RPG made by German developers? 

I was a bit skeptical at first, but after hearing that 
the game designers were also involved in Amberstar 
and Ambermoon - two of my all-time favourites - I 
was convinced and bought the game. I was starving 
for a new good CRPG and was positively surprised 
when I realised after a few hours of playing that I 
already was in love with this new fantastic game. 

First of all, Albion shines with an immersive and 
detailed story. In the 23rd century, powerful multi¬ 
national companies from Earth try to mine natural 
resources from uninhabited planets with great mining 
spaceships. You play Tom Driscoll, a pilot from the 
mining ship Toronto who crashes with his shuttle 
during a reconnaissance flight onto the exotic planet 
Albion. Albion is supposed to be a barren world, 
ready to be mined, but Tom discovers quickly that 
nothing could be further from the truth. 



Barely surviving the crash, you wake up in a 
village, surrounded by Iskai - exotic and intelligent 
cat-like creatures. Together with your scientist partner, 
Rainer, you must earn their trust through good deeds 
and intelligent conversation, while trying to find a 
way to warn the mining ship about its mistake. 

Albion is full of alien tribes and factions to 
interact with, historic places to explore, rich and varied 
landscapes and various useful equipment to find. Blue 
Byte decided to make a game for a mature audience 
that addresses alien first-contact, environmentalism 
and anti-capitalism, similar to the 2009 movie Avatar. 
The story also features some twists, betrayal, murder 
and ancient Celtic magic. 

The main plot is linear, but each major location 
offers plenty of things to discover. You can feel that the 
level design in Albion is a labour of love. Every little 
detail, creature, item and puzzle is carefully planned, 
created and placed manually. Around every corner 
a new little adventure or secret is waiting for you, to 
be discovered. This makes exploring a rewarding and 
exciting experience. The limited inventory, the deep 
dungeons, the serious wounds or conditions, the lack 
of provisions, the need of rest and some adventure 
game-style puzzles will force you to backtrack quite 
a lot. And you’ll discover many optional areas as well. 

Albion is a very long game, with over 166 NPCs 
and 60 different monsters, and interacting with them 
is always interesting: you can ask everyone about many 
topics (listed in a dialogue screen) or type in keywords 
to learn about new topics, secrets, culture, language, 
quests, potions, gossip and relations. The story develops 
slowly through interacting with people, so you have to 
read, guess and ask a lot. Of course often you’ll only get 
answers by doing some side-quests and sometimes by 
recruiting new party members. 


214 

















Albion features various different types of perspective. Inside buildings you usually play with an isometric view, 

Dungeons are usually explored in a 3D first-person view. exploring rich environments full of items and NPCs. 




But not all dungeons are in first-person; some of the more When a monster reaches you, combat begins. It's turn-based, 

puzzle-intense ones are explored in isometric view. set on a 6x5 tactical grid and very challenging. 


You can build a party with up to six members. 
Each party member has a predefined class and a specific 
background related to the story, and every character has 
an inventory which is limited by their strength, so you’ll 
have to micromanage your items and provisions. Albion 
features many different items, some with very unique 
purposes. For example, you’ll only get an in-game time 
display if you find a watch at some point in the game, 
which is good for monitoring the day-and-night cycle 
and the shops’ opening hours. 

Battles are turn-based, very challenging and 
take place in on a 5x6 grid. Combat is very tactical, 
featuring a whopping 52 spells, and enemies are 
quite clever - so be prepared. As long as one party 
member survives you can heal the rest of the party 
after battle. Strategic positioning of the characters on 
the battlefield and tactical decisions like protecting 
magic-users, getting the first attack by moving a 
character relative to the enemy, luring enemies into 
weapon/spell ranges etc. are critical to win. 


Albion has beautiful graphics, featuring a 2D/3D 
hybrid system. When in most towns and dungeons 
the game switches to a 3D first-person view, while in 
interior locations and outdoor areas a 2D isometric 
view is used. The controls are simple and easy to learn, 
and the game includes a helpful automap feature. 

With Albion , Blue Byte has created a fully 
believable alien world including the fauna, flora and 
architecture. Exploration is interesting, there are a 
lot of NPCs to interact with and you’ll have to learn 
their customs and culture to succeed. The storyline 
is gripping with many surprises, and the whole game 
features many different gameplay elements, with an 
attention to detail rarely found elsewhere. 

Albion is a beautiful, fascinating, serious and 
entertaining game that I recommend to all CRPG-fans 
that are patient and mature enough to understand and 
enjoy demanding game mechanics and challenging 
tactical combat. 

Dsarii-ma, my friends! HX 

























Stonekeep 2: 
God maker was 
in development 
for years, but 
got cancelled in 
2001. The series 
was revisited 
in 2012 with 
Stonekeep: 
Bones of the 
Ancestors for 
the Wii, but 
it was terribly 
reviewed. 


Combat is real- 
time, but you 
can pause to use 
items. Eventually 
you'll be joined 
by companions, 
who help fight 
automatically. 


Although it 
aged poorly, the 
extensive use of 
FMV was one 
of Stonekeep's 
selling points and 
took a big chunk 
of its 5 million 
dollars budget. 


S tonekeep always makes me think of the 
adventure films of the 1980s like Labyrinth and 
The Neverending Story , mostly due to how film¬ 
like the game is. Drake, the young naive protagonist, 
is thrust into a fantasy world to battle magical beasts, 
joined by strange but loyal companions as he strives 
to confront the Big Baddie and save the day. Shame 
the game didn’t sport a synth-pop soundtrack or it 
would be an all-time classic. 



The FMV intro tells of a castle named Stonekeep 
that is attacked by a great evil. Only Drake survives 
and, as he returns years later to learn what happened, 
he is set on an epic quest to save a pantheon of 
gods from peril. Nothing new there really, except 
everything in Stonekeep is about immersion. Video 
replaces pixels, voice acting replaces text and even the 
game’s interface is justified as being magical artefacts. 

Speaking of magic, the game’s magic system is 
quite ingenious. Basic rune-like symbols represent 
different spells, but they can also be mixed with other 
symbols to get neat upgrades, leading to a remarkably 
flexible system. By comparison the combat system is 
just “whack things with it to get better at it”-variety, 
which gets the job done. 

But Stonekeep’ s strength doesn’t lie in its graphics 
or game design, but in the characters you meet. Stout 
dwarves, cowardly greenskins, creepy undead and 
singing fairies are part of a wide cast of characters 
with actual personalities that stick with you long after 
you’ve stopped playing (especially the fairies). All 
of this gives Stonekeep a somewhat light-humoured 
atmosphere that still holds up today. 

If this game has a flaw, then it is the fact that 
beneath all that sparkle is just a simple grid-based 
dungeon crawler, which feels restrictive and out 
of style with the graphics. Another low point is the 
uneven flow of the second half of the game, where 
exposition is either dumped on the player in large 
amounts, or scattered about so scarcely that it takes 
effort to even find it, leaving players wondering where 
they are or what they’re supposed to be doing. 

Like those child-like adventure films of the 
1980s, Stonekeep is no outstanding milestone, but its 
innate charm and the rosy tint of nostalgia help make 
it a fondly cherished game nevertheless. AV 


216 













S hadowCaster first attempted to blend FPS/RPG 
elements back in 1993, and the following years 
saw other hybrids such as Hexen , Witchaven , 
System Shock and CyberMage. Yet, the game most 
often remembered as “the first FPS/RPG” is Strife. 

There’s a reason for that. Even the first minutes 
of Strife feel very different. You start the game, fight a 
couple of guards and then, instead of killing demons, 
you walk into a peaceful town, with various shops, a 
bar and some interactive NPCs throwing gossip. 

You’re then contacted via radio by “Blackbird”, 
who asks you to join The Front, an underground 
resistance against the evil theocracy of The Order. 
This isn’t just some throwaway backstory - you’ll 
actually go to the rebel’s HQ and work with them. 

Your first objective is to take over The Order’s base 
in town. For that you’ll have to perform a few sabotage 
missions and trade favours with other NPCs - all of 
whom have charming voice acting and portraits. Once 
the base’s defenses are down, you’ll attack it alongside 
rebel troops, kill the enemy general and move your HQ 
there! It’s a nice, satisfying pay-off. 

After that, the town’s gate opens and you’re sent 
to another location, to further battle the forces of The 
Order. The world is hub-based, with the maps linking 
together to form an overworld of sorts you can freely 
explore, thought the main quest is mostly linear. 

Some of your missions can also involve stealth, 
meaning disguising yourself and only killing enemies 
with a poisoned crossbow. As your quest advances 
you’ll uncover more about The Order, learn about the 
mythic Sigil and experience some great plot twists. 

You’ll also gain access to new weapons and 
upgrades, such as a grenade launcher or increased 
accuracy stat. Just be sure to carefully manage your 
money between health kits, armour and ammo. 


Finally, while most of the dialogue options are 
illusionary, there’s a choice about half the way into the 
game that forks the game into two different routes, 
each with different missions and endings. 

Strife was the last game to use the Doom engine, 
which was already heavily dated. But, while other FPS 
focused on new 3D graphics, Strife instead presented 
a new path for the genre, with memorable NPCs, an 
early open world and a cool, branching story. FE 




Strife was 
re-released 
in 2014 on 
Steam as Strife: 
Veteran Edition, 
using an 
engine based 
on Chocolate 
Doom. Many 
improvements 
were added, 
and its source 
code is freely 
available. 


Strife's combat 
isn't the best 
among Doom 
clones, but it 
presents some 
great set-pieces 
and fun weapons. 


Dialogue 
choices are 
mostly pointless. 
Here the first 
choice begins 
the main quest 
line, the second 
one kills you and 
the third one 
just ends the 
dialogue. 


217 



































Anvil of Dawn 
got voted 'RPG 
of the Year' by 
CGW, but was 
Dreamforge's 
last RPG. They 
would still 
publish a few 
other titles, 
such as the cult 
adventure game 
Sanitarium in 
1998, before 
closing down 
in 2001. 


Combat is rather 
simple and does 
not require much 
more than clicking 
your opponents 
to death. 


The interface is 
mouse-driven and 
intuitive, but the 
inventory can get 
confusing later 
on, when carrying 
dozens of items 
and containers. 


Y ou begin Anvil of Dawn by choosing one of 
five heroes who have gathered to bring down 
the evil Warlord. However, while the other 
four heroes are sent ahead to attack the invading army 
head on, you are taken aside for a covert mission, 
tasked to find the secret behind the Warlords power. 

Anvil follows in the footsteps of Lands of Lore , 
mixing a slick presentation with a more accessible 
brand of real-time dungeon-crawling. 




There are just four base attributes, and these can 
only be tinkered with at the character selection screen. 
To increase your powers further, you will have to find 
items such as potions that permanently increase your 
hit and spell points. You will also spend experience 
points to increase the potency of your spells and the 
damage of your weapon attacks. These experience 
points are earned by inflicting damage, and may only 
be spent once you have completed a dungeon. 

Every NPC you meet is fully voiced and there’s 
a unique voice set for each of the different player 
characters as well. The delivery of said voices may not 
always be very convincing, but at least the effort has 
provided some good variety. James C. McMenamy has 
created a great, dynamic (even sometimes bombastic) 
soundtrack for the game, which is an impressive feat 
considering its MIDI format. 

The automap in Anvil of Dawn is one the game’s 
strongest points, and it has many times been called 
one of the best automaps in role-playing game history. 
It shows anything you would want to see: monsters 
(alive or dead), doors, stairs, interactive objects, and 
much more. It even shows walls and outlines from 
where you have explored in previous games. True map 
aficionados can also print maps of the game’s massive 
dungeons, or export them to text files. 

Anvil of Dawn won the “RPG of the Year” award 
from Computer Gaming World in 1996, trumping 
over heavyweight releases like Might and Magic IV 
and Stonekeep. It features fantastic aesthetics, great 
exploration with varied environments and an almost 
unparalleled automapping system. 

It may not be a favourite among hardcore 
dungeon dwellers due to its simplistic character 
development, but I’d say it’s a great starting place for 
anyone new to dungeon crawlers. ZE 


218 


























B ack in 1991, Capcom released King of Dragons, 
a side-scrolling beat em up arcade game. It 
expanded the barbarian theme of Golden Axe 
(1989) into a full-blown AD&D- like setting, allowing 
up to three players to choose between a Fighter, 
Dwarf, Elf, Cleric or Wizard and battle ores, dragons, 
gnolls and other fantasy creatures, as well as level up, 
gaining more hit points, armour and damage. 

While KoD was simplistic, Capcom invested in 
the formula and released Dungeons & Dragons: Tower 
of Doom in 1993. Now an official D&D title, it allowed 
for up to four players and featured a Fighter, Cleric, 
Elf and Dwarf battling against iconic creatures such 
as Owlbears, Displacer Beasts and a Lich. 

The gameplay was greatly improved, allowing 
players to block, riposte, roll, dash, slide and perform 
special attacks. The Elf and the Cleric could cast a 
limited number of spells each life/continue/area, such 
as Invisibility, Turn Undead, Hold Person and Magic 
Missile, with more being learned as they level up. 

Multiple items were available, such as throwing 
daggers, +1 arrows, magical rings and power-ups like 
the Boots of Speed or the Gauntlets of Ogre Power. 
Players could spend the gold they collected in shops 
between each area, and occasionally the party was 
able to choose where they wanted to explore next. 

Tower of Doom was already impressive, but its 
sequel, Shadow over Mystara, improved the formula 
in every way. New melee attacks were possible and 
an inventory allowed you to equip different weapons, 
armour and items. Two more heroes were added - 
the Wizard is a glass cannon with powerful spells like 
Meteor Swarm and Power Word Kill, while the Thief 
is a nimble fighter, able to pick locked chests, disarm 
traps and double-jump. Even the graphics are better, 
as the new art assets sport a unique, stylised look. 


Moreover, the game is packed with well-hidden 
secrets. The Elf can guide the party through a forest 
side-path, the Cleric can uncurse mysterious blades, 
body parts of defeated monsters can be used to craft 
equipment and so on. Its a delightful game to explore. 

Although they are beat em ups, you can feel the 
developers passion for RPGs. Both the D&D games 
were ported to PCs as the Chronicles of Mystara bundle 
in 2013 and are a must-play for arcade fans. FE 








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Using the 
OpenBOR 
engine, fans 
created sequels 
to SoM, such 
as Knights and 
Dragons and 
D&D: The Rise 
of Warduke - 
two amazing 
open-world 
beat 'em up 
RPGs. 


The inventory is a 
great addition to 
the beat 'em up 
formula, as you 
hunt for hidden 
equipment and 
adapt yourself for 
each challenge. 


Each of the six 
characters has an 
alternate sprite set, 
which comes with 
different spells and 
items, effectively 
offering twelve 
unique characters. 


219 



















Since 2009 
Bethesda made 
Daggerfall 
freely available 
for download 
on their 
website, as 
celebration 
for the 15th 
anniversary 
of The Elder 
Scrolls series. 


Besides the 
multiple armour 
parts and 
accessories, 
Daggerfall also 
offers hundreds 
of clothing pieces, 
so that you can 
properly role-play 
your Argonian 
vampire noble. 


E nvisioned as a game where you can do anything 
and never run out of quests and dungeons, 
Daggerfall was the most ambitious sandbox 
game ever conceived. Such projects often end up as 
horrible disasters (vide Battlecruiser 3000AD ), but 
somehow Bethesda Softworks managed to pull it off, 
even though the effort and dedication to this worthy 
cause nearly bankrupted it, leading to its acquisition 
by ZeniMax and re-examination of priorities. 

Pro cedur ally generated, Daggerfall features 
a truly humongous world with over 15,000 towns 
and dungeons, over 750,000 characters, and a large 
number of guilds, temples, knightly and Templar 
orders, witch covens, vampire bloodlines, werewolves, 
and even wereboars (each with their own quests), all 
tied together with a handcrafted non-linear main 
quest with six different endings. 

The game has a very detailed character system 
and a robust skillset, supporting different ways to 
handle obstacles and survive (climbing vs levitating, 
medicine/swimming vs casting spells, raw damage vs 
backstab and critical strike, etc.). 



Even the character generator is overwhelmingly 
complex by todays standards, allowing you to create 
unique characters with different advantages and 
disadvantages (weakness in holy places, rapid healing 
in the darkness, forbidden armour type, immunity to 
magic, affinity with certain weapons, phobias, etc.). 

Your level-up speed is tied to these strengths and 
weakness, so you can make a juggernaut of destruction 
whod level up very, very slowly, a sickly warrior allergic 
to sunlight and physical activity whod level up twice 
as fast, or any other combination of different traits and 
curses - though some can play horribly. 

Daggerfall did a lot of interesting things but if I 
had to pick the best, it would be the dungeons: it made 
you fear them. In most games a dungeon is a short 
hallway with some rooms; if you’re lucky, there is a 
lower level with another hallway. Not in Daggerfall. 
You go into a dungeon, you don’t know when or IF 
you’re coming back. You don’t know if your weapons 
will last, if you have enough supplies, if you’re prepared 
to deal with whatever you’ll find there. Emerging 
from a dungeon alive was an accomplishment and 
I can’t think of another game that managed to pull 
that off. Certainly not Skyrim where on your way to a 
quest dungeon you run into 3-4 lesser dungeons and 
clear them out while you’re in the area. 

The dungeons’ design is fantastic and skill-based 
- walls and air shafts to climb, open areas to levitate, 
pits to jump over, flooded areas to dive into, hidden 
areas and doors, multiple routes, switches, elevators, 
teleporters and so on. 

Basically, Bethesda put together a very detailed 
character system and built a procedurally generated 
world around it, as opposed to putting together 
a pretty game and throwing in some skills for the 
player’s amusement. 


220 




















"I think it's pretty astonishing 
how many things actually did make 
it into Daggerfall. I mean, don't 
forget that turning into a vampire 
and a werewolf and buying boats 
and property and all that stuff 
were essentially 'easter eggs' in the 
game. We didn't mention any of 
that in the manual or in previews. 
They were just things to reward the 
player if he kept on playing." 

- Ted Peterson, 
Daggerfall's lead designer 



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Necromancers . 


The dialogue system 
allows you to ask 
anyone about several 
topics using three 
different tones. 

NPCs also react to 
your reputation, 
level, guild and race. 


The random quests deserve a special mention 
as well. They were well-written and did a great job 
supporting different characters and role-playing. For 
example, a priest might ask you to protect his temple 
against thieves coming to rob it, or to travel to some 
village and cast an elaborate healing spell on a sick 
person or investigate divine manifestations. While 
not very complex, such quests were infinitely more 
engaging than “kill 5 wolves”. 

In addition, Daggerfall had a superb atmosphere 
(just go out at night to enjoy delightful MIDI 
music, occasionally interrupted by the slain kings 
ghost screaming “Vengeaaaance!”), tons of spells, a 
detailed spell-making and enchantment system with 
advantages and disadvantages, horses to ride, carriages 
to haul all that loot after a busy week in a dungeon, 
houses and ships to buy, lycanthropy, vampirism, 
banking, Daedra princes to summon in exchange for 
legendary artefacts, a truckload of monsters, etc. 


Despite its flaws (mainly, bugs and the inevitably 
repetitive nature of procedurally generated games), 
Daggerfall remains an impressive achievement in 
game design and complexity, standing next to the 
other notable and unsurpassed games of that era like 
Darklands , Ultima Underworld and Realms ofArkanm. 

Considering that a game of such depth and 
complexity will never be made again, Id suggest you 
grab DOSBox and see what games were like in the 
olden days when giants were upon the earth. VD 

Useful Files and Mods: 

Ancestral Ghost's Daggerfall Setup: Installs the game, 
applies patches and fan-made quest packs, increases the 
games draw distance and configures DOSBox to best 
run the game. Highly recommended. 

Daedrafall: An interesting mod that allows you to 
play as a Daedra who kills the games original hero. 


Currently 
there are two 
projects aiming 
to remake 
Daggerfall 
- DaaaerXL and 
Daggerfall Unity . 

Both seek to 
port the game 
into a new 
engine, allowing 
better graphics, 
new features 
and greater 
mod support. 



Even with the 3D map, finding your way out of a massive Be prepared: some enemies have spells and resistances 

dungeon can be a nightmare. A teleport spell sure helps. that can single-handedly neutralise your tactics. 


221 








































The history 
of Diablo 
is explored 
in the Stay 
Awhile and 
Listen book, 
published in 
2013 by David 
L. Craddock. 


A hh, fresh meat” Those now immortal words 
of Diablos infamous first real antagonist, the 
Butcher, give an apt foreshadowing of what 
is to come. Diablo and its sequels are like a butcher’s 
meat grinder. A haunting experience where players 
find themselves faced with a never-ending onslaught 
of ungodly creatures. Your journey concluding by 
facing down the ultimate evil himself: Diablo. 

A players journey in Diablo starts off with the 
choosing of a character class and a name. Each class 
has attributes pre-allocated and a special skill. The 
Warrior specialises in melee weaponry and repair. 
Archery and trap-disarming are handled by the 
Rogue. Finally, the Sorcerer specialises in powerful 
spells and the ability to charge magical staves. 

Further abilities however are not locked into your 
class selection - new skills and spells are acquired by 
finding or buying arcane tomes and can be learned by 
any class - as long as they have the required attributes. 
Classes also have assigned speeds of attack, casting, 
and blocking. Great depth in customisation wouldn’t 
come until Diablo II. 


"Stay a while 
and listen" says 
Deckard Cain, 
one of the most 
recognised NPCs 
in gaming. He'll 
tell you tales and 
identify items, 
but will charge 
you for that. 



Diablo excels at world-building. Tristram is a 
quaint little gothic town whose church sits on top of a 
mysterious labyrinth. Each new game has a randomly 
generated dungeon where the adventure takes place. 

But your first experience isn’t killing monsters 
or grabbing items. It’s the serene sounds of one of 
the single best tracks in gaming history. Strong voice 
acting and nuanced dialogue introduces you to the 
world in Diablo. Each of Tristram’s cast tells a part of 
the story through quality voiced dialogue in addition 
to their gameplay functions. 

The cast of characters, music, and gothic-styled 
art of the town creates an atmosphere where the player 
always wants to learn more. As you delve deeper into 
the dungeon you’ll find books detailing past events 
such as the possession of the prince, the King’s 
subsequent madness, or details on unique quests. The 
plot itself fails to live up to such great world-building 
as your mission is laser-focused on ridding the town 
of evil and defeating Diablo. 

Diablos core gameplay is built on an addictive 
foundation of killing monsters, levelling up, finding 
items, and doing this over and over again. This 
gameplay loop became so popular that it spawned an 
entire sub-genre known as “Diablo clones”. 

Killing monsters is simple. Left-click to attack, 
right-click to use spells, and press the numbered keys 
to consume potions in the hot bar. Monsters comes in 
various shapes and forms - including colour palette 
swaps - and occasionally you’ll also encounter unique 
fiends that come with special abilities and resistances. 

Experience gained from killing these monsters 
eventually leads to a level-up where you can allocate 
five points to Strength, Dexterity, Vitality, or Magic. 
Each of these affect derived statistics like damage, 
chance to hit, life, and mana. 


22 ; 











"Originally, Diablo was a turn-based 
game. It was largely modelled 
around a roguelike game called 
Angband. [...] A bit into the 
development, the idea of turning 
Diablo into a real-time game started 
whispering around the office. 

I resisted for a while, but eventually 
I decided to give it a try, and I 
remember it like it was yesterday. 

I spent the day converting the code 
to real-time, and the first time 
I pressed the mouse button, the 
warrior walked over and smashed 
a skeleton apart in a smooth and 
satisfying motion." 


- David Brevik, 
Di a bio's lead programmer 



The Rogue faces 
the macabre 
Butcher, one of 
Diabio's unique 
boss enemies. His 
room is covered 
in blood, full of 
mutilated corpses 
that didn't exactly 
please parents. 


What makes this loop fun is the item system. 
Each item you find will be randomly generated from a 
preset pool of qualities. Regular items have no special 
properties; just a damage or armour rating. Magical 
items combine a prefix and suffix attribute which 
provide various bonuses to your character. It could 
be faster attack speed, additional character stats, or 
even curses. And Unique items are extremely rare and 
powerful. Diablo captures players with the constant 
promise of a better item just around the corner, 
maybe in the next chest or enemy, driving you to keep 
fighting monsters till the early hours of the morning. 

Together with Diablo , Blizzard also launched the 
Battle.net service, where you could play competitively 
or cooperatively online. The big downside was the 
rampant cheating, as Blizzard did not police hacks 
and exploits much. This alienated some from online 
play, so the company was much fiercer in enforcing 
anti-cheating measures on future titles. 



The small grid-based inventory forces players to go 
back to town frequently, for a brief moment of respite. 


In 1997, Diablo got an expansion called Hellfire. 
It brought some welcome convenience features like 
the ability to move faster in town. Oddly, Hellfire was 
not developed by the same team or even company, 
so it lacks the same consistent quality as the base 
game. Still, extra content in the way of a new class - 
the Monk -, item upgrades and quests make Hellfire 
worthwhile for Diablo veterans, and some features 
would eventually work their way into Diablo II. 

Not many RPGs succeed in minimalism like 
Diablo. The game world is not to be missed and the 
seminal loot system provides limitless replay value. 
There’s always another item to find, another monster 
to kill and a new gothic labyrinth to navigate. SD 

Mods: 

Belzebub: aka Diablo HD , it adds widescreen support 
and extensive gameplay changes, such as rebalanced 
classes and features from Diablo II. 

Diablo Awake: Adds new monsters/bosses, spells, 
quests, and items, plus bug fixes and gameplay tweaks. 

The Hell: Claiming to be the hardest of all Diablo mods, 
it adds new classes, items and over 500 named monsters. 



The Belzebub mod also adds content that was cut 
from the game, such as the Butcher's Chambers. 


The Hellfire 
expansion 
added the 
Monk class, 
but the disc 
also contained 
two unfinished 
classes-the 
Barbarian and 
the Bard. Both 
can be played 
by editing the 
game's files. 


223 




























The Birthright 
campaign 
setting was 
released in 
1995, designed 
by Rich Baker 
and Colin 
McComb. It was 
built around 
the concept 
of bloodlines 
having divine 
powers that 
help heroes to 
rule kingdoms. 


The army battles 
are very limited. 

Even Wizards 
and Clerics 
don't do much 
besides casting 
damage spells. 


The strategy 
segment is the 
saving grace of 
Birthright. You 
can choose to 
play with all the 
complex rules and 
features or in an 
easier, lite version. 



B irthright: The Gorgon’s Alliance is an ambitious 
hybrid game based on the obscure Birthright 
AD&D campaign setting. The game consists of 
three distinct segments: the main strategy map where 
you control your kingdom, real-time battles between 
armies and a dungeon-crawling “adventure mode”. 

While marketing focused on the battles and RPG 
elements, those were by far the most disappointing 
aspects of Birthright and doomed it to being forgotten. 



The biggest and most important part of the game 
is the grand strategy map, where you’ll choose one of 
18 available kingdoms and lead it to victory against 
the Gorgon invasion. This part is actually very well 
done and complex, as you get various options such as 
building fortifications, casting global magic, building 
trade routes and conducting espionage, allowing the 
player to choose his own playstyle. 

When armies clash, you go to the rather limited 
battle segment. You can field only a small part of your 
army, leaving the rest in reserve to replace damaged 
units. And both sides can only move units in a small 
5x3 grid, which leaves little room for any real tactics. 

In the adventure segments, your regent and his 
lieutenants go delving in dungeons after relics in a 
3D first-person blobber. Mechanic-wise this part is 
rather shallow - despite using the AD&D ruleset, you 
are limited to premade heroes and can’t customise 
them much. The combat itself can be played in either 
real-time or turn-based mode, but both are poorly 
done. They are also confusing, thanks to a “cinematic” 
camera that pans out to show the characters fighting, 
which often results in said camera getting stuck. The 
redeeming part is the level design, as maps are filled 
with secrets that are quite rewarding to find. 

Birthright also offers multiple paths to victory, 
tough conquest, diplomacy, economy, magic and/or 
acquiring relics. Everything you and other regents do 
generates victory points and every few turns the game 
shows the progress of all factions. 

It’s easy to see why this game was both a 
commercial and a critical failure - the adventures 
are frustrating, battles are underwhelming and the 
strategy part is overwhelming. As such, those looking 
for an RPG should stay away, but strategy fans might 
find Birthright worth playing. MV 
































T he Battlespire is a training centre for aspiring 
Imperial Battlemages, built into a secret corner 
of the Daedric realm of Oblivion. When you 
enter the premises to take your final test, you discover 
that the academy has been taken over by Daedric 
invaders! Now a seal blocks the portal you entered by, 
it looks like your only way out of this nightmare is 
through battle. 

Originally planned as an add-on to Dagger jail, 
Battlespire was published as a stand-alone game. 
All the action takes place in the seven levels of the 
Battlespire and the regions of Oblivion intertwined 
with it. The character and class creation system is 
classic Elder Scrolls , even if only six player races made 
the cut. Also missing are the rest: function, gold and 
shops. But its not as if sleep was a good idea, anyway, 
with all those Daedric minions breathing down your 
neck. And if you need more equipment, find it on¬ 
site or take it off" dead bodies. By the way, loot is the 
only randomised instance in Battlespire : Unlike the 
Daggerfall dungeons, the complex maps here are 
entirely handcrafted, so you won’t end up starving in 
a misbuilt labyrinth. 

No, you’ll pretty likely die in combat instead. 
Enemies in the Battlespire are a lot tougher than 
those you encountered in Daggerfall. You need to 
outmanoeuvre hostiles if you want to survive. Now, 
don’t get me wrong: Battlespire may be more action- 
oriented and linear than Daggerfall , but it’s not all about 
bloodshed. You’ll have plenty of opportunity to get to 
know the invaders and make allies. Yes, you read that 
right: allies. Not all Daedra are evil, nor does everyone 
agree with Mehrunes Dagon’s plans of conquest. While 
you can get far by being impolite or just resorting to 
violence, you would be a fool to not take advantage of 
all the political intrigue going on. 


Furthermore, Battlespire adds to and draws on 
established Elder Scrolls lore. Enjoyed Oblivion and 
want to learn more about the Daedric realm, Mehrunes 
Dagon and his infighting court? Play Battlespirel 

My only gripe are the bugs. While it’s not the 
bugfest Daggerfall was, some might force you to start 
levels all over again, so be sure to patch it. But don’t 
you dare ignore this fun and demanding game just be¬ 
cause of this. The scheming, the voice acting and the 
dialogue options are too brilliant to miss out on. NS 



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After Battlespire 
Bethesda 
released another 
spin-off: The 
Elder Scrolls 
Adventures: 
Redguard, a 3D 
action-adventure 
game. Warmly 
received, the 
game's most 
memorable 
feature was its 
black protagonist. 


Combat is similar 
to Daggerfall, 
with the mouse 
movement 
controlling the 
weapons' attacks. 


You can pick a 
pre-made class or 
create your own, 
customising stats, 
advantages and 
disadvantages, 
as well as buying 
your starting 
equipment, 
items and spells. 


225 












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Fallout had a 
very rough 
development, 
filled with 
cancellation 
threats and a 
lot of work 
being done by 
developers in 
their spare time. 
After Diablo's 
success they 
were heavily 
pressured to turn 
the game into 
a real-time 
multiplayer RPG. 


Combat is turn- 
based and uses 
action points, a 
simplified version 
of X-COM's Time 
Units. The game 
allows you to aim 
shots at specific 
body parts of 
enemies to blind 
or cripple them. 



I ts very difficult to convey just how important the 
first Fallout was to CRPGs. Not only because now 
most people associate the series with Bethesda’s 
open-world games, but mainly because its influence 
is so widespread that it became almost invisible. 

The JRPGs, RTS and FPS genres were booming 
back in 1997, but CRPGs were practically dead. Diablo 
had been a big hit, but the genre was otherwise stale - 
most games were Tolkien-esque heroic fantasies where 
you made a character/party and went out exploring 
dungeons and killing stuff. They were combat-focused, 
extremely linear and usually poorly written. 

Fallout changed everything. A spiritual successor 
to Wasteland (1988), its post-apocalyptic, packed with 
dark humour and presented in a retro-futuristic style, 
spiced with ironic optimism based on 1950s America. 

You play as a citizen of an underground vault, 
who must leave this sheltered life and venture into 
the radioactive wasteland in search of a Water Chip. 
Fallout offers a large, non-linear open world full of 
perils, but is not an RPG about raiding dungeons - 
most of your time will be spent in the few surviving 
towns, dealing with mans biggest foe: other man. 



It must be said that Fallout excels at atmosphere 
and world-building. Everything follows a coherent 
internal logic, the soundtrack is foreboding and the 
writers knew just how to build up tension, e.g. the way 
the Deathclaw is introduced - first in wild rumours, 
then slowly coming to the forefront - is outstanding. 

However, what defines the game is the amount 
(and quality) of role-playing options. Fallout wasn’t 
the first RPG with choices, but it was the first entirely 
designed around them. The developers goal was that 
every quest should be solvable in at least three ways: 
combat, dialogue or stealth. And they succeeded. 

A simple side-quest such as Raiders kidnapping 
a girl has multiple approaches: you can kill everyone, 
talk them down or sneak in and lock-pick the girl’s 
cell door. That would already be impressive even by 
modern standards (and it’s far more than Bethesda 
now offers), but Fallout goes further. You can also 
trade for the girl, blow her cell, ignore her and join the 
Raiders, challenge their leader to a fist fight, or even 
disguise yourself as their previous leader. 

Every time you play you’ll find new solutions. 
And the designers were not afraid of letting you skip 
content - why battle dozens of giant scorpions when 
you can just blow up their cave’s entrance instead? 

Behind all this is the game’s robust character 
system. Fallout was initially going to be based on 
GURPS, a popular and flexible tabletop RPG system, 
but the game’s violence led to the license’s owner later 
refusing the deal. The designers then had to quickly 
create their own ruleset: the SPECIAL system. 

Based around seven stats and 18 skills ranging 
from Small Weapons to Sneak, Repair and Speech, it 
offers an amazing range of role-playing options. This, 
combined with the multiple solutions to each quest, 
means you can truly play however you want. 


226 























You'll travel across the wasteland through the world map, 
trying to uncover new areas and avoid random battles. 


Fallout introduced ideas like choosing a Perk every few 
levels, which D&D 3rd Edition later mimicked with Feats. 


The sequel, Fallout 2 (1998), would improve on 
these and add much more content and polish, making 
it, for some fans, the best game of the series. However, 
the original game will always remain this concise and 
expertly crafted experience that should be played by 
every RPG fan. And then replayed, over and over. 

Fallout carved a new path for CRPGs, pushing 
the concept of “choice and consequence” deep into 
the modern rendition of the genre. But, to this day, 
very few games reached the impressive standards that 
Fallout has set over 20 years ago. FE 

Mods: 

Fallout Fixt: An excellent mod pack with the best 
patches and mods in a customisable installation. 

High-Resolution Patch: Unlocks higher resolutions. 

Not recommended, as it can spoil some moments. 


Depending on 
your stats, items 
and skills, new 
dialogue options 
may appear, 
but they aren't 
marked. You'll 
have to read 
everything and 
decide which 
answer is better. 


The first release 
of Fallout had a 
time limit which 
changed with 
your actions. 
Due to negative 
feedback, the 
1.1 patch greatly 
extended the 
limit, but the 
Fallout Fixt 
mod can revert 
it back to the 
original. 


"GURPS was another huge 
influence on me. With its generic 
system that allowed any setting to 
be used, I could finally make up any 
adventure story and it would work. 
Science fiction stories set in space, 
superhero adventures, a psionic 
system that was balanced... GURPS 
opened my eyes to the world of 
adventure beyond the realm of 
fantasy." 

- Tim Coin, 
Producer, designer and 
lead programmer of Fallout 


In Fallout its perfectly possible to play a pacifist, 
talking your way out of conflicts and finishing the 
game without killing anyone - even the “big bad” is 
reasonable. Or you can do the exact opposite and kill 
everyone. Or how about playing as a character with 
intelligence so low that he cant even speak properly? 

The game reacts to all that in meaningful ways, 
including the now-famous ending slides that show the 
consequences of your actions. Your first playthrough 
wont last more than 20 hours, as the game is short and 
has a time limit, but you can easily spend hundreds of 
hours replaying it to try new characters and paths. 

Sadly, Fallout isn’t perfect. Combat can be quite 
satisfying thanks to the excellent animations, fast UI 
and great sound design, but it also lacks in depth and 
is quite unbalanced: critical hits are far too powerful. 
There’s also some minor annoyances, like how the AI 
companions you can recruit are ridiculously stupid. 
















Westwood 
Studios was sold 
to EA in 1998, 
and in 1999 they 
released Lands 
of Lore III. The 
worst game in 
the series, it 
was universally 
bashed for its 
outdated 3D 
graphics and 
bland gameplay. 


Sometimes 
transformations 
will happen at the 
worst possible 
time, turning 
you into a small, 
fragile reptile right 
next to an angry 
skeleton. 


The game never 
explicitly tells you 
this, but it offers a 
few alternatives, 
such as killing the 
King and stealing 
his treasure, 
instead of trying to 
persuade him. 


W estwood Studios had a strong tradition in 
2D art, creating some impressive artwork 
in Eye of the Beholder and Lands of Lore. 
But the 3D craze and the popularity of the FMV scenes 
in Command & Conquer clearly changed something, 
and so Guardians of Destiny came as a 3D title, with 
real actors, full voice acting and many pre-rendered 
cutscenes - enough to fill four CDs. Despite the effort, 
time wouldn’t be gentle, and the game’s graphics have 
aged far worse than those of its predecessor. 



Guardians of Destiny puts you in control of 
Luther, son of Scotia - the evil witch defeated in 
Lands of Lore. However, Luther isn’t a villain in search 
of revenge, but rather a wisecracking reluctant hero, 
who must find a cure for the ancient curse he bears. 

This curse causes Luther to randomly (yes, it 
might happen at any time) transform into a tiny 
lizard - that can pass through small openings and cast 
powerful spells - or into a huge beast, strong and able 
to move large objects. Apart from that, however, the 
gameplay is very simple. There are no party members, 
no classes to choose from, level-ups are automatic and 
the real-time combat usually boils down to clicking 
the Attack and Magic buttons as fast as possible. 

Luckily, combat and stats aren’t the focus of 
the game. Guardians of Destiny features a design 
that clearly favours exploration instead of combat, 
with its well-designed levels populated by just a few 
enemies. Instead of monsters, the areas in the game 
are filled with alternative paths, for each of your 
transformations, and secrets - not only a few hidden 
rooms and treasures, but entire levels, items, spells 
and even lore-related cutscenes that players might 
not see. There are also various interactions with the 
environment, such as stacking boxes to climb a ledge, 
igniting oil or destroying pillars to cause a cave-in. 

Better yet, the game features two paths - a good 
and an evil one - each offering a few unique events 
and endings. There are no dialogue choices in-game, 
everything is made through direct interactions, such 
as killing NPCs or using/destroying key objects. 

These fine details remind you that Guardians of 
Destiny was made by Westwood Studios, long-time 
veterans of the genre. While it may look cheesy, it’s still 
a charming RPG, with a charismatic main character, 
great level design and many secrets to uncover. FE 


228 














CD 

3 CD 

o to 

CD Q 


3 

o 


CD 


QJ 


B ack in the mid-90s, Interplays internal teams 
were working on two CRPGs: their big bet was 
the eagerly awaited Descent to Undermountain , 
while the other was a side-project named Fallout. 

This may sound weird today, so some context is 
needed. Interplay scored a hit in 1994 by publishing 
Descent , a 3D zero-gravity FPS were you controlled a 
spaceship and could move in any direction. Around 
the same time, the company bought the license to 
make games based on AD&D , and thus a bold idea 
was born: a fully 3D Dungeons & Dragons multiplayer 
dungeon crawler based on the Descent engine! 

While a clever business decision, the technical 
side was a disaster. Unfamiliar with the engine, the team 
struggled and the game was delayed for years, then 
suddenly rushed out for 1997 s Christmas - without 
multiplayer (which was still listed on the box). Worse, 
it was practically unplayable, with constant crashes, 
slowdowns, enemies floating in mid-air, a brain-dead 
AI, unclimbable ladders and many other serious bugs. 

Even if you got the game to work, combat was a 
mess. The AD&D rules were crudely adapted into a 
real-time Action RPG, as monsters and the player just 
keep missing each other until someone scores a lucky 
dice roll - in which case a single blow can kill your 
character during the first several hours. 

Similarly, you can play as a Fighter, Cleric, Thief 
or Mage (or even multi-class) - with iconic spells like 
Fireball, Invisibility and Feather Fall. But until you 
level up a few times, you’re limited to one spell per 
day. After that, your options are to battle monsters 
with a dagger or to find a (rare) safe place to rest. 

There isn’t much enemy or environment variety, 
but at least the setting and lore are both well employed, 
with Undermountain, a massive dungeon beneath the 
city of Waterdeep, being a great location for a CRPG. 


Composed of four hubs and several interconnected 
dungeons, Undermountain is filled with traps, hidden 
passages, optional areas, a great soundtrack and NPCs 
with unusual quests and dialogues. The dungeons are 
also well-done, although too reliant on illusory walls. 

Sadly, any quality to Descent to Undermountain is 
buried deep beneath a barely working engine, game¬ 
breaking bugs, muddy graphics, tedious combat and 
many unfulfilled promises. FE 




Combat is 
real-time, dull 
and mostly 
luck-based, as 
enemies can kill 
you in one or 
two hits - if they 
can roll past your 
Armour class. 


Your main 
quest comes 
from Khelben 
Blackstaff in 
Waterdeep, 
but you'll find 
many creatures 
inside dungeons 
asking for help or 
offering rewards. 


229 













Final Fantasy 
VII was one of 
the first JRPGs 
to be ported 
to Windows. It 
was released by 
Eidos in 1998 and 
became infamous 
for making odd 
changes, such as 
using low-quality 
MIDI music and 
adding mouths 
to the in-game 
models. Most of 
these were fixed 
in the 2012 
re-release. 


Combat follows 
the traditional 
Final Fantasy 
formula, called 
Active Time 
Battle. The big 
change was the 
3D graphics, 
which were 
impressive at 
the time. 


O ver twenty years since its original release, 
Final Fantasy VII remains the most popular 
entry in a very popular series. The game was 
a breakthrough hit, and maintains a broad fan base 
even today In its own time, it was the console RPG for 
people who didn’t play console RPGs, much the same 
way that the novels of George R.R. Martin became the 
fantasy novels for people who don’t read that genre. 
(Indeed, the game was so popular that Squaresoft 
later commissioned an extremely rare PC port, which 
explains its inclusion in this book.) 

In short, Final Fantasy VII was a cultural 
phenomenon around the world, and Squaresoft (now 
Square Enix) has never enjoyed the same measure of 
cultural penetration since. 

In a sense, Final Fantasy VII deserves its special 
reputation, because it is unique in many ways. These 
days, dramatic stories and high-res cutscenes are 
ubiquitous in mainstream games. Moreover, many 
of those games are preceded by multi-million-dollar 
marketing campaigns. But, in 1997, FFVII was a 
pioneer in both of those things, and few people had 
ever seen anything like it. 



FFVII also takes the sword-and-sorcery tropes 
for which RPGs were famous and replaces them with 
a futuristic dystopia. (It was hardly the first RPG to do 
this, but the console audience had yet to encounter 
games like Fallout). Gone are the wizards, knights and 
rogues of traditional RPGs. Instead, the player meets 
an aloof mercenary, an eco-terrorist, a bartender, a 
research specimen, an aviator, a vampire, a remote- 
controlled toy, and the world’s last ninja. 

The player’s party doesn’t fight against an evil 
empire either, but rather against a globe-spanning 
corporation with its own private army. The world is 
well-rendered, highly detailed, and deeply memorable. 
Years later, players of all tastes still find the gigantic 
metropolis of Midgar to be one of the most compelling 
settings they’ve encountered in a game. 

In another sense, FFVII is not as remarkable 
as its reputation suggests, but instead is a direct 
continuation of trends which the series had been 
developing for years. Starting in Final Fantasy V, 
the series designers began to deprecate the role of 
traditional RPG job classes. This trend continues in 
FFVII , in which the statistical differences between 
characters were so small as to be imperceptible, 
except to master-level players. Only one character has 
a discernible job class - Aeris, who is clearly a white 
Mage - and her fate in the game can be taken as a 
kind of embedded critique of the meaningfulness of 
job classes in story-heavy RPGs. 

But why does Final Fantasy VII get rid of 
character classes? By abandoning the tactical aspect of 
party composition, it allows the player to use whatever 
combination of characters he or she liked for story- 
related reasons. If the player thinks Cid is funny, that 
Red XIII is cute, or that Vincent is cool - well, they can 
bring those characters to any fight in the game! 


230 
























"When a character in a video 
game dies, no one thinks it's that 
sad. They're just characters in a 
game, after all — you can just reset 
the game and try again, or you can 
always revive them somehow. I felt 
that their lives just didn't have much 
weight. With 'life' as our theme 
for FFVII, I thought we should try 
depicting a character who really dies 
for good, who can't come back. For 
that death to resonate, it needed to 
be an important character." 

- Tetsuva Nomura, 
FFVII's character director 



While the 
character models 
during combat 
and cutscenes 
were somewhat 
realistic, outside 
combat you 
control simple, 
stylised characters 
over pre-rendered 
backgrounds. 


Tactical considerations always take a back seat, 
because storytelling was the primary concern of the 
developers. This is also the reason why the main quest 
is notoriously easy. Aside from two or three difficult 
bosses, the game presents few mandatory challenges. 
They did not want to alienate a core audience that was 
playing for the story and characters. 

Like everything else in the game, FFVIFs story 
is remarkable in one sense, and in another sense 
it is completely normal for the series. As usual, an 
unlikely group of heroes bands together to save the 
world from a homicidal maniac. The real magic 
of the story is in how the characters react to their 
circumstances. Nearly all of the important characters 
in the game, including the antagonist, are survivors 
who have outlived the people, places and ideas that 
once defined them. The characters’ maturely written 
internal struggles make the grandiose plot relevant to 
an audience that might otherwise have outgrown it. 



The character system is based on equipping Materia, 
which provides stat bonus, skills, spells and summons. 


Final Fantasy VII remains a fun game to play, 
as well. Although the main quest is easy and only 
replayable for its best story moments, the endgame 
is still quite engaging. To deliver a complex set of 
challenges without interfering with the story, most of 
the really interesting content is pushed towards the 
end of the game. All of FFVIFs most idiosyncratic 
features (like Chocobo breeding and complex Materia 
setups) only become available to the player after the 
30-hour mark. 

Overall, Final Fantasy VII is an excellent example 
of the subgenre retrospectively called the “JRPG.” 
Enthusiasts of traditional PC or tabletop RPGs 
should be aware that linear storytelling is the primary 
concern, and the traditional moral and tactical choices 
are either omitted or relocated to places they might 
not expect them. But, if we assess it in the context of 
what it aims to accomplish, Final Fantasy VII remains 
an artistic triumph. PNH 



Final Fantasy VII features over 40 minutes of pre-rendered 
cutscenes, something unheard of at the time. 


Several mods 
were made for 
the PC port, 
improving the 
graphics, Ul and 
music quality, 
as well as 
increasing 
the difficulty. 
Tifa's Bootleg 

is a handy 
mod manager 
that lists the 
improvements 
available and 
allows you to 
choose which 
to install. 


231 

















Antara’s combat 
is slow, often 
challenging and 
way too frequent. 

Dispatching 
the armies of 
enemies blocking 
your path 
you take gets 
repetitive fast. 


Characters' skills 
increase only by 
studying. You 
can select up 
to five skills to 
be studied at 
once, and set 
the percentage 
of time they will 
spend on each. 


etrayal at Krondor was a big hit back in 1993, 
so it was expected that a sequel would follow 
shortly. Especially since the game took place 
in Raymond E. Feists world of Midkemia, a popular 
fantasy setting explored in over 20 novels. 

A direct sequel by Dynamix was indeed in the 
works, titled Thief of Dreams , but a dispute between 
the developers and Sierra, their parent company, saw 
the game cancelled and the licence lost in 1994. 




Later regretting this outcome, Sierra then made 
Betrayal in Antara , a “spiritual successor” (yes, decades 
before Kickstarter), re-using Krondor s engine in a 
new setting. The core gameplay is exactly the same: a 
party of three heroes travels across the world in a first- 
person view, fighting enemies in simple turn-based 
battles and dealing with the occasional puzzles, side- 
quests and overly talkative NPCs along the way. 

However, not only was the setting was changed - the 
developers, writing and tone are also entirely different. 
Instead of emulating a novel with multiple playable 
characters, Antara is closer to a 90s Saturday morning 
cartoon, as three cliched teenagers - the rich, bold hero, 
the insecure wizard and “the girl” - band together to 
investigate a mystery, deal with stubborn grown-ups, 
spout witty lines and ultimately save the kingdom. 

That could still be fun, if not for how crude the 
game itself is. While every element in Krondor worked 
together to form an engaging narrative, Antara feels 
barely glued together. The world is - and plays as - a 
bunch of towns with short linear paths between them, 
that one could cross in seconds if not for enemies 
blocking the road every five steps. Most of the game 
is spent in these filler battles, only so you can reach 
the next generic town and complete some of the laziest 
“go there, fetch this” quests in gaming that will have 
you aimlessly roaming the map for hours. 

Even the underwhelming graphics heighten the 
barrenness of the world. While the hand-drawn art is 
charming, the aged engine can render only very limited 
3D landscapes and muted, heavily dithered colours. 

Overall, Betrayal in Antara is a simple game about 
following paths between towns, battling foes and then 
watching a badly voiced teenage cartoon adventure. 
Unless you’re really starved for more of Betrayal at 
Krondors gameplay, I’d suggest skipping this one. FE 



232 






























A fter the cancellation of the original sequel to 
Betrayal at Krondor - Thief of Dreams - the 
PyroTechnix studio acquired the Midkemia 
settings licence and began working with its author, 
Raymond E. Feist, on a new game - Return to Krondor. 

In an ironic twist of fate, PyroTechnix’s parent 
company sold the studio to Sierra, who then published 
the game as the official sequel to Betrayal at Krondor , 
less than a year after publishing their own “spiritual 
successor” to that game, Betrayal in Antara. 

To add to the confusion, Return to Krondor has 
little in common with Betrayal besides the setting. A 
fully voiced third-person 3D point-and-click game 
mostly set inside a single city, it feels like an Adventure/ 
RPG hybrid. It offers some investigative quests with 
multiple solutions and a few fun puzzles, but the overall 
gameplay is linear and strict, with rare side-quests, 
optional areas or character customisation options. 

As the squire/reformed thief Jimmy “the Hand” 
(a returning character from Betrayal at Krondor ), you 
must investigate a dangerous man who’s been raiding 
the city of Krondor in search of a lost artefact. The 
story spans 11 chapters of varying length, with a cast 
of five heroes that come and go with the plot. 

The combat is still turn-based, but was expanded 
with (poorly explained) features such as battle stances, 
full/half actions, quick casting, attacks of opportunity, 
weight penalties and random “fate” bonus each round. 
Most characters die in 2-3 hits, meaning having the 
initiative often decides the outcome of the battle. 

The graphics follow the Resident Evil formula of 
pre-rendered backgrounds with fixed camera angles. 
Unfortunately, it often uses disorienting or distant 
cameras that make it difficult to see what’s happening. 
The UI is also disappointing, featuring overdesigned 
visuals but poor usability, especially in combat. 


If you come to Return to Krondor expecting 
a sequel to Betrayal at Krondor , you will be greatly 
disappointed. The story penned by Raymond E. Feist 
is good, but - like the game itself - it’s also short, 
linear and unambitious, save for a few highlights. 

Still, those willing to set the game’s heritage aside 
and take Return to Krondor for what it is - a simple 
yet charming story-driven RPG with a great combat 
system on top - will likely have a good time. FE 






Raymond E. Feist 
adapted Return to 
Krondor's plot into 
a novel, named 
Krondor: Tear of 
the Gods. The 
ending teases a 
sequel, but Sierra 
had economical 
difficulties in 1999 
and never made it. 


The combat is 
the best in the 
series, with 
several tactical 
options and small 
nuances, even if 
impaired by the 
lacklustre UI. 


The game's 
heroes all have 
strict classes 
and there isn't 
much equipment 
variety, so 
don't expect a 
deep character 
customisation. 


233 















In both Rage of 
Mages 1 and 2 
you can change 
the resolution 
by editing its 
shortcut. If you 
add " -1024" 
at the end of 
the shortcut's 
"target" field, 
the game will 
run in 1024x768. 


Wizards have five 
magic schools: 
Fire, Water, Air, 
Earth and Astral. 
They increase as 
you use them, 
but you'll only 
learn new spells 
by buying books. 


B efore CDProjekt could sell millions with AAA 
games, back when the Polish company was just 
known for adapting Black Isle and BioWare 
classics to its domestic market, there was a time when 
Eastern European developers lived in the obscurity of 
low budget “shovelware” titles. 

One of those studios was Mir Dialogue. Founded 
in 1996, it became one of the first game developers 
of the modern capitalist Russia. Soon the company 
became Nival, and its first game was an RTS/RPG 
hybrid called Allods: The Seal of Mystery - best known 
outside Russia as Rage of Mages. 

You start the game by creating your character, 
which here just means choosing between the Wizard 
and Warrior class, then your name, gender and main 
skill. There are also four stats you can slightly alter, 
but they play a very small role. 

There are no levels in Rage of Mages; your power 
is mainly defined by your equipment and skill level 
in five specialisations - Magic Schools for wizards, 
Weapons for warriors. As in the Elder Scrolls games, 
you improve these skills by simply using particular 
weapons or spells. 



In practice, however, choosing your character at 
the start is barely relevant. You will play with the four 
heroes (male/female Warrior and male/female Wizard) 
anyways, since the other three characters will appear 
later in the game and join you. 

Your adventure starts in a swamp and you have 
to escort a woman to a nearby village. This basically 
means killing everyone in your way and not dying 
until you reach a certain point of the map. Then you 
achieve victory and go to the next map. 

The maps are what anyone could expect from a 
90s RTS; rectangles of undiscovered territory hidden 
by the fog of war. It has a graphic style reminiscent of 
a less cartoony Warcraft II , with more varied terrain, 
weather changes and a day-and-night cycle. 

You’ll eventually reach the city of Plagat, a greatly 
presented menu where you can buy equipment, talk 
with NPCs and companions, hire mercenaries, train 
you characters and start more missions. 

As you start to hire more units, you’ll truly notice 
the hybrid nature of the game. There’s no resource 
management, base-building or unit-producing, but 
the basic and most important mechanic of the game is 
the micromanagement of units. It even has functions 
like assigning keyboard numbers to different groups of 
troops - though formations are sadly missing. 

In every map you have some objectives to 
accomplish, usually killing some particular monsters or 
reaching a certain part of the map. There’s no indications 
or marks on the map so exploration is necessary, which 
may lead to additional battles or hidden items. 

You move your units, fight the enemies, usually 
using a lot of hit-and-run tactics, (don’t feel guilty about 
it, enemies use it too) and little else. You have to be fast 
and skilled enough with your mouse since the game is 
hard and there’s no way to pause and issue orders. 


234 










"[...] People had already begun 
to form stereotypes of genres, and 
each player saw (and played) the 
game through those stereotypes. 

So, strategy gamers played it as a 
strategy game, and, of course, it 
lacked some elements that had 
come to be considered standard for 
the genre - the same happened to 
RPG players. In the end, we weren't 
able to convince the hardcore fans 
of either genre that the mix worked, 
instead catching a smaller group in 
between." 

- Serge Orlovsky, 
Nival Entertainment's CEO 



The four main 
characters can 
improve their skills 
and change their 
equipment, but 
the rest of your 
troops are static 
mercenaries. 


At stores you’ll find an impressive amount of 
equipment to buy and sell. All humanoid enemies 
drop their equipment, so you’ll get plenty of loot. 
However, you can only change the equipment of your 
heroes, and their role in the game decreases quickly. 

You automatically fail a mission if a hero gets 
killed, so you will have to protect them and take them 
away from the front lines while the mercenaries do 
all the hard work. For some reason, your warrior 
heroes are weaker than the hired soldiers, so after a 
while only the two wizards will remain useful thanks 
to the variety of spells; there are 24 of them which 
can be absolutely determinant in a fight if you’re 
quick enough to use them in the right moment. 

The game is long, and while the first maps can be 
resolved in a few minutes, some of the last maps can be 
ridiculously huge and take hours to explore. Sometimes 
there are also scripted events, short dialogues or just 
really silly jokes. Those, along with pretty decent CG 
videos, carry the narrative of the game. 



Each mission you must hire mercenaries to join you. They 
come with their own equipment, which can't be changed. 


Rage of Mages also has a simple multiplayer mode, 
which basically consists of fighting and improving your 
character with other players on dedicated maps. 

The game was followed by one direct sequel, 
Rage of Mages 2: Necromancer (1999), which added 
several improvements such as better AI, auto-casting 
and more side-quests, plus a map editor that earned 
it a small but loyal fan base, active for a few years. 
Later came a surprisingly good 3D spiritual successor 
called Evil Islands: Curse of the Lost Soul (2000), and 
the free-to-play MMORPG Allods Online (2011). 

Rage of Mages could’ve been just another old 
low-budget title, buried among the many releases of 
the golden age of Western RPGs, but it still has an 
important place in recent Russian software history. 

Even if you disregard its historical value, there’s 
a certain naivety and fairy-tale feeling here that 
makes it quite charming. It’s a nice little game, with a 
great presentation, that can provide hours of mouse 
action and treasure-hunting. LEV 



Rage of Mages 2 is even harder than the first game, but 
plays better thanks to many gameplay improvements. 


235 





















9L*~ 

T 


o 

o 



Several 
versions of 
Dink Smallwood 
exist. The 2011 
HD version has 
more features, 
but doesn't 
support all 
D-mods. You're 
best off with 
the FreeDink 
release, which 
runs perfectly on 
modern PCs. 


Combat is real- 
time and somewhat 
Dioblo- like, with a 
melee attack and a 
magic spell, but it's 
very simple. 


A great deal of 
Dink's humour 
comes from the 
dialogue choices, 
full of dirty 
jokes and edgy 
teenager lines. 



A joyful blend of Zelda and Monkey Island , 
Dink Smallwood tells the story of a pig farmer 
still living with his mother, mocked by real 
adventures and rejected by women. When evil strikes, 
is up to him take up arms and begin his own epic quest. 

Of course, the games claim to fame is the humour, 
and Dink delivers a constant barrage of odd quips, 
cruel jokes and passive-aggressive dialogues. I advise 
attacking everything in sight, just to see his reaction. 




The gameplay is simple - you travel through 
map screens, talking to NPCs and battling monsters, 
eventually levelling up your three stats - Attack, Defense 
and Magic - and finding new weapons and spells. 

Sadly, the games progression is often halted by 
quest items sold in stores at insane prices, forcing 
players to spend hours killing monsters. This destroys 
the flow of an otherwise short and sweet game. 

By itself, Dink would be little more than a 
curiosity. But the game came with friendly mod tools, 
and, in 1999, the developers made the game free, later 
releasing the source code as well. This led to the rise 
of a passionate community creating “D-mods” - new 
adventure modules for Dink Smallwood. 

Still active today, the “Dinkers” have produced 
hundreds of D-mods, ranging from epic adventures 
to short romps, one-screen mini-games and even 
educative modules that teach scripting. 

These modules have long since surpassed the 
base game and are more than enough reason to own 
Dink Smallwood. Just head to www.dinknetwork.com 
and choose your next adventure. FE 

Mods: 

Mystery Island: An official sequel to Dink Smallwood , 
made by the original developers 13 years later. 

Pilgrim's Quest: A lengthy adventure, with several new 
regions, weapons, spells, riddles and even boat sailing. 

Lyna's Story: With Dink gone and the King’s knights 
missing, it’s up to Lyna to venture out and save the day. 

Dink Goes Boating: An excellent tutorial for the game’s 
modding, it carefully explains how scripting works. 

Mayhem: A short time-attack module where you’re 
a Black Knight that must pillage a village and get out. 
























H explore is an isometric, party-based RPG 
from France. It had a number of interesting 
technical aspects and gameplay solutions, 
but never achieved much success and is relatively 
unknown, even to veterans of the genre. 

Set during the Crusades in a fantastic version 
of Earth, the game follows Mac Bride, an adventurer, 
as he tries to track down fellow missing knights and, 
of course, save the world in the process. During the 
first level he is joined by three other companions - an 
archer, warrior and sorcerer. 

Each character has a unique set of weapons 
and utility items at their disposal. Mac is a generalist 
that uses bombs, melee and short-range weapons. 
The archer uses long-range weapons and can reveal 
hidden places on the map. The warrior uses a number 
of powerful melee weapons and explosives, while the 
wizard can heal, make the party invisible or rain fire 
from above. As the game progresses, characters gain 
access to three additional upgrades for each weapon 
which increase their damage/usefulness and even 
change the way they behave in some cases. 

There are 12 huge levels spanning many open 
spaces and explorable interiors. Each level also features 
a number of puzzles where each character needs 
to use its unique skill (fit through a tight opening, 
operate mechanical devices, etc.) to complete it. Party 
members often need to split up in order to solve the 
puzzles, scout ahead or draw fire away from weaker 
allies. Managing the whole party is quite easy, thanks 
to a simple and efficient interface. 

Unlike other isometric RPGs from the late 90s, 
Hexplore is fully 3D and allows you to freely rotate 
the camera - something you’ll need to do a lot to 
uncover all the treasures, keys and secrets hidden in 
its cleverly constructed environments. 


Hexplore is also one of the rare games that uses a 
voxel-based engine (instead of polygons). It was pretty 
fast for its time, but even then the graphics looked 
muddled. This was made up for somewhat with hand- 
drawn cutscenes and a memorable soundtrack. 

The game also supported 4-player multiplayer, 
but it never became popular. Overall, Hexplore is a 
fun, niche game that didn’t improve upon existing 
standards, but remains an interesting experiment. OU 




To run Hexplore 
on modern PCs 
you're going to 
need the fan 
patch, otherwise 
the game will 
crash every 
few seconds. 


The later areas of 
the game focus 
heavily on puzzles 
and exploration, 
with mazes full 
of traps, keys and 
secret switches. 


Combat is simple, 
real-time and a 
bit Diablo-Uke. 
You can change 
the game's speed 
to plow through 
easy enemies or 
carefully battle 
tougher foes. 


237 














UD 

QJ 


t/> 


o 

01 


(D 


Baldur's Gate 
was the first 
game to use the 
legendary Infinity 
Engine, which 
also powered 
the Icewind 
Dale games and 
Planescape: 
Torment. In 2012 
fans created 
GemRB, an open- 
source version of 
the engine. 


Exploration is 
unique, as key 
locations are 
connected by 
"empty" roads 
and wilderness 
areas you must 
cross, making 
the world more 
immersive. 



I ts often written about how Final Fantasy VII 
changed the fate of Japanese RPGs upon its release 
in 1997. Much less is written about how, one year 
later, Baldur’s Gate revitalised the CRPG genre. 

After the genre tapered off during the mid-90s, 
losing its appeal to “Doom -clones”, RTS games and the 
rising popularity of consoles, some CRPG developers 
were left wondering if they had coded themselves into 
a corner. Baldur’s Gate , though, managed to bring 
them back to the spotlight, selling two million copies 
worldwide and forever elevating the recently founded 
BioWare into a household name for CRPGs. 

Its not that it was the only CRPG around. The 
revered Fallout series began a year before, to similar 
critical acclaim - but only a tiny fraction of the sales. 
Part of the appeal behind Baldur’s Gate comes from 
the popular Advanced Dungeons & Dragons ruleset, 
here applied to a friendly real-time-with-pause battle 
system that has since become one of the most beloved 
in the genre - think an RTS where the space bar 
pauses the action, providing players tight control over 
a party of six highly specialised characters. 



Battles are then seamlessly integrated into 
the exploration of the huge world, a vast region of 
Forgotten Realms composed of several interlocking 
maps - including the six-map wonder that is the 
eponymous city of Baldurs Gate - peppered with 
combat encounters of varying challenge levels. 

While not strictly an open world, the way the 
maps interlocked with one another, and the fact that 
you could (mostly) freely explore them, made Baldur’s 
Gate feel like one. There was an addictive feeling to 
mapping out the areas as you advanced and cleared the 
maps “fog of war”, and exploration was rewarded often, 
but not often enough to make it feel that anywhere you 
went there were “shinnies” waiting for you. 

In fact, Baldur’s Gate is often a masterclass on 
the art of using useless space. Many buildings are 
enter able, but have little of interest inside. Many 
maps are just odd stretches of forest with little more 
than a couple of enemy encounters. The world, then, 
exists because the world does not solely exist, as in 
many moderns games, as a playground for the player. 
This makes it feel more real, and makes it feel more 
meaningful on the rare occasions when you do find 
something unique and useful to you. 

Dungeons are ever-present, of course, littered 
with traps, if unfortunately light on puzzles. Dragons 
are notoriously absent, due to a hard level cap (often 
modded out by min-maxing players) that would make 
such encounters near impossible in accordance to 
the AD&D rules. Other than that, the game’s enemy 
variety has seldom been surpassed. 

The AD&D ruleset also powers a rich character 
creation system, offering players a lot of freedom to 
craft their own, unique protagonist - later joined by 
a colourful cast of companions which would set the 
foundation for BioWare’s character writing. 


238 














"We looked at RTSs, such as 
Commond & Conquer and Worcroft. 
You'd click on characters and they'd 
say something back to you, and it 
was a surprise. In Jogged Alliance, 
one character would take out a 
gun and start shooting the other 
because they'd had an argument. 
We wanted to make [the characters 
in Boldur's Gate] feel like real 
people, not NPCs who were Al- 
controlled. They really felt like they 
had personalities and came to life.'' 

- Dr. Roy Muzyko, 
BioWare's co-founder 



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The excellent voice work and elegant mechanical 
quirks (the ranger Minsc has one quick-slot assigned 
to his pet hamster; the married couple, Khalid and 
Jaheira, will only stay in the party as a pair) gave these 
companions personality, while the fact that equipped 
weapons and armour were represented on the in-game 
models gave the player a way to make them his own. 

Lest we forget, however, the AD&D system was 
created as a framework on top of which tabletop 
players would layer improvisation and role-playing, 
helped or thwarted by the all-seeing Dungeon Master 
player. No such flexibility exists here, resulting more 
often than not on unbalanced encounters that require 
one to rely on the dice as much as strategy - and 
sometimes on the saving graces of the save and load. 

Followed by the solid Tales of the Sword Coast 
expansion and by an even better sequel, Baldurs Gate 
remains an often replayed classic, thanks to extensive 
curation, earlier on by fans and currently by Beamdog. 



While combat was translated into real-time, BioWare kept 
an impressive amount of the AD&D ruleset's depth. 


The company, formed by former Bioware staff, 
re-released the game and its sequel, adjusting them 
for modern computers (and tablets) and even adding 
some new content. As a result, Baldurs Gate: Enhanced 
Edition is accepted as the most complete out-of-the- 
box way to play this legendary game. And blissfully 
compatible with original mods - because you’ll still 
want to unlock that level cap. LM 

Mods: 

Baldur's Gate Trilogy-WeiDU: An excellent fan-made 
alternative to the Enhanced Edition , it combines both 
Baldurs Gate games into one vastly improved game. 

BG1 Tweak Pack: A pack of customisable changes and 
tweaks, like unlocking level caps or hiding helmets. 

Unfinished Business: Restores a lot of cut content. 

The Fields of the Dead: A huge mod that make rules 
more faithful to AD&D and adds a lot of content. 



The charismatic companions, diverse equipment, iconic 
classes and efficient Ul makes party-building a joy. 


The main quest is 
fairly linear, but 
the side-quests 
often allow you 
to pick sides, 
such as helping 
Edwin to kill the 
witch Dynaheir, 
or joining Minsc 
to rescue her. 


In 2016 
Beamdog 
released 
Baldur's 
Gate: Siege of 
Dragonspear, 
an expansion 
pack for the 
Enhanced 
Edition of BG. 













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After releasing 
theXeenduology, 
NWC created the 
Heroes of Might 
and Magic 
spin-off series, 
fantasy strategy 
games that over 
time became 
more popular 
than the main 
M&M RPG 
series itself. 


You can hire up to 
two NPCs to help 
you. They don't 
fight, but can offer 
spells, skills and 
passive bonuses. 
However, they'll 
take a percentage 
of all the money 
you find. 



A fter a five-year hiatus, New World Computing 
returns to Might and Magic , leaving behind 
the flat world of Xeen to bring the series to 
the three-dimensional continent of Enroth, home to 
the first two Heroes of Might and Magic games. 

A radically different game, Might and Magic VI 
eschews the 2D, grid-based world of its predecessors 
in favour of a more modern 3D free-roaming world. 
Similar to early FPS titles like Doom, the engine 
renders 3D environments and 2D enemy sprites. 

The game is primarily played in real time and 
features a day-and-night cycle, with an in-game 
minute passing every two seconds. Actions such as 
travel, rest and training advance the clock by hours 
or days at a time, and the games shops, stables and 
ships abide by a rigid schedule: most businesses close 
overnight, and travel services only run their routes 
on specific days of the week. Your party will need to 
occasionally stop to rest and eat; they’ll press on if 
you let them, but their condition will deteriorate over 
time, leading to exhaustion and even death! In spite 
of this, managing time in-game isn’t difficult, and 
adds to a sense of immersion. 



Combat in Might and Magic VI is a hybrid 
between real-time and turn-based gameplay, and 
generally takes place against dozens of enemies at a 
time. Real-time combat can be hectic, but exciting: 
a player might often find themselves running 
backwards, evading incoming projectiles while 
pumping spells and arrows into the advancing horde. 

At any time, pressing Enter toggles a turn- 
based mode, leading to a more tactical experience. 
While turn-based mode is switched on, the party 
may not move, but the player has time to make more 
deliberate choices during combat. A player might find 
themselves gravitating to either real-time or turn- 
based combat, or mixing them: both modes have their 
advantages, and are viable in most situations. 

Your party consists of four human adventurers, 
who can specialise in one of six different classes. 
M&M VI introduced the now-classic formula of 
seeking trainers to improve your skills, with the skill 
masters being hidden in obscure places. Characters 
are free to master any skill their class has access to, 
and can learn any spell in their available spell schools. 

However, there are a significant number of spells 
which don’t scale well into the later game, or simply 
don’t work at all! Later M&M games fix these issues, 
but place more limits on which spells a class can 
learn, and which skills they can master. As a result, 
character classes in this game are less specialised and 
more homogeneous than in its sequels, but the player 
has more freedom to develop them as they see fit. 

The balance tends to favour spell-casting classes, 
due in part to the raw power of Light and Dark magic 
and the sheer utility of Water and Air. Physical classes 
quickly drop off in power, but their survivability can 
save the party, and they tend to have more points to 
spend on non-combat skills like Repair. 


240 




































''Although controversial, I feel 
the most important thing was 
the turn-based/real-time combat 
system. We really gave this a lot of 
thought, and I think this was the 
key to bringing Might and Magic's 
party-based system into the post- 
Doom 3D world." 

- Jon Van Caneghem, 
Might and Magic's creator 



Your party will start out feeling rather weak, but 
will ramp up steadily in power as you play It can be 
very satisfying to return to an area that once gave you 
trouble, and cut a swath of destruction through it! 

Might and Magic VI takes place after the events of 
Heroes of Might and Magic II, but it does not follow a 
completely linear narrative - it is quite open-ended in its 
structure. While the starting town of New Sorpigal has 
a useful assortment of low-level quests and dungeons, 
most regions are accessible from the very beginning of 
the game, and many quests, even within the main quest 
line, can be completed in any order. 

Dungeons are typically sizeable in scope 
and overflowing with enemies, and range from 
unremarkable caves and sewers to lavish ruins and 
high-tech control centres. The world itself is quite 
large, with about 15 large outdoor regions and over 
30 dungeons. Locales include the snowy mountains 
of White Cap, the haunted Mire of the Damned, and 
Dragonsand, a desert unsurprisingly full of dragons. 



There are plenty of ways to get around: regions 
can be reached either on foot or via ships or stables, 
which can quickly move a player between towns. A 
party with an advanced spellcaster has additional 
conveniences: for instance, a Water Master can 
save beacons to warp to at a later time, or instantly 
teleport the party to certain cities. Air magics Fly 
spell is my personal favourite: your party gains the 
power to soar freely through the air, raining death 
onto any unsuspecting enemies below. 

The new M&M engine and gameplay style would 
be used in two more games, Might and Magic VII: 
For Blood and Honor (1998) and Might and Magic 
VIII: Day of the Destroyer (2000). But while they add 
polish to the engine, they don’t match M&M VFs 
nearly 100 hours of gameplay, meaty dungeon crawls 
and emphasis on free-form exploration. 

For these reasons and more, Might and Magic VI: 
The Mandate of Heaven may well be one of the best 
computer RPGs of its time. DH 



Mr Afaflt'c 


Earth Maoi* 


Dungeons are 3D, but shops, guilds, houses and other 
internal locations are shown through charming 2D art. 


The dungeons are 
huge and filled 
with hordes of 
enemies. Luckily, 
the automap is 
excellent, and you 
can rest inside 
the dungeon if 
you find a safe 
area and have 
enough food 
remaining. 


The GravFace 
MM6 Patch 
fixes many bugs 
and add new 
features like key 
re-mapping and 
mouselook. If 
you want more 
adventures, 
you can also try 
the The Chaos 
Conspiracy 
mod, a new 
fan-made 
campaign. 


The inventory is now grid-based, with nice equipment 
artwork, a "paper doll" and - finally - item descriptions. 


241 


















































Fallout 1 
and 2 were 
both heavily 
censored in 
some countries. 

The UK and 
German releases 
removed all 
children from 
the games, 
making some 
side-quests 
impossible to 
complete. 


Y ou will be able to prostitute your spouse in 
New Reno!” Lost in the pages of a video 
game magazine, these few words were the 
first contact I had with Fallout 2. Needless to say, I 
was thoroughly delighted with this statement: I was 
young, my moral compass wasn’t quite functional yet 
and - most of all - I did have hormonal disorders. The 
same kind that seems to plague most boys of my age. 
Naturally, I felt Fallout 2 was made for me. 

Walking in the footsteps of its big brother barely 
a year after its release, Fallout 2 had to answer a lot 
of the players expectations. It did so, but in quite an 
unexpected way. 

First, you’re not the Vault Dweller anymore, but 
his grandchild - a brahmin-herdin’ gecko-hunting 
neo-tribal. As the “Chosen One”, you must find 
the Garden of Eden Creation Kit, a terraforming 
pre-war devicethatcansaveyourvillagefromstarvation. 


This GECK in itself is little more than a MacGuffin, 


a pretext to send you on a trip through the ruthless 
remnants of a post-nuclear West Coast. Fallout's setting 
in itself has always been the true star of the show. 


Fallout 2 has 14 
recruitable NPCs 
and allows you 
some control 
over their tactics 
and equipment, 
but they are still 
very unreliable in 
some battles. 



Black Isle’s team made sure that you would roam 
the wasteland in the right conditions: the game is even 
more open than its predecessor and you will discover 
new locations as you go through the desert and talk to 
its denizens. The elusive nature of your quest will ensure 
that you will go through most of the West Coast and its 
broken, twisted communities before getting a lead on 
where the GECK is located. The order of the locations 
you visit is not set, and each town provides another 
viewpoint of the conflicts playing out. 

Decades have passed since you walked the 
wasteland in the first game: communities have 
somewhat evolved and human societies had enough 
time to rebuild themselves. Though the rule of law now 
seemingly governs many of those settlements, you will 
quickly discover that these “laws” doesn’t necessarily 
mean “greater good” and that man is still a wolf to man. 
You will encounter countless situations where slavery is 
perfectly accepted, and where people are experimented 
upon with drugs in so-called “stables.” 

When it comes to player freedom, open-worldness 
is not the only thing Fallout 2 has going for it, for the 
game is tailored to reward you for going your own way. 
The early-game ammo scarcity, the frequency at which 
you’ll end up outnumbered and outgunned, basically 
encourages you to find ways to get your first decent 
gear, often in undignified ways. Again, the world of 
Fallout is ruthless and you might just have to take sides 
in petty gang wars, pillage graves, sell slaves and rob 
honest people’s homes in order to survive. 

Always promoting the player’s agenda, the 
way most of the skills are used is left to the player’s 
discretion of when and how to use them. You’re rarely 
prompted to use them at all, and no message will pop 
up on the screen to tell you which quest can be solved 
by sneaking into the criminal kingpin’s office. 


242 












''I think it [New Reno] presents a 
lot of fun role-playing opportunities 
and things to do, no matter what 
'type' of character you are. But does 
it fit in the setting? No, probably not. 
It's too sexually over-the-top, too 
much profanity, and the look and 
attitude of some of the characters is 
too modern-day to complement the 
feel of the Fallout world (...) But I still 
think it was fun to play, and it was 
fun to design." 


- Chris Avellone, 
Fallout 2's designer 



Fallout 2's 
humour is dark, 
witty and full 
of pop culture 
references. You'll 
talk like a smart¬ 
ass, make jokes 
on cannibalism, 
quote movies and 
may even pull out 
prank calls. 


By giving the player as much freedom as possible, 
from the character creation screen to the quests and 
dialogue trees, the developers entrusted the players 
with crafting their own experience out of the game 
and play it the way they wanted - all the way down 
to the ending, which is intricately affected by their 
actions during the game. 

As for the combat, the game abides by the same 
rules set by its predecessor: turn-based combat on 
a hexagonal map. Each turn, you are limited by a 
number of action points you must carefully distribute 
between firing, aiming, running (away) or accessing 
your inventory. 

Fallout 2 proposes some tactical options but, in 
all honesty, the most satisfying experience you’ll get 
from its combat system is blowing up your enemies’ 
innards in a forceful shotgun blast and reading 
hilarious message feedbacks after intentionally* 
popping up one of your enemies’ gonads. 



Guns, armour, drugs, explosives, sex toys, car parts and even 
your own body parts are some of the items you'll find. 


Truth be said, humour is one of Fallout 2’s main 
guideline. While Fallout 1 focused on delivering a 
minutely-crafted and focused experience, its sequel 
breaks a great deal of walls - fourth one included - in 
order to let the players frolic at their hearts content. 

You can blow up a toilet and smear a town of 
starving farmers in shit, offer candy to a little boy, cut 
raiders in two with a laser mini-gun, grow a sixth toe, 
become a famous porn star, and get your ear bitten off 
during a boxing match. Through its great variety of 
locations and situations, Fallout 2 will provide you with 
experiences, playlets and dialogue you’ll never see in 
any other video game. 

Even by today’s standards, Fallout 2 is too unique 
of an experience to pass up. It is not only an excellent 
RPG, it is also an exceptional game in itself. Its quirky 
writing, legendary setting and inviting gameplay will 
provide countless hours of entertainment, provided 
you’re not adverse of wading through delicious post- 
apocalyptic filth. BC 

Mods: 

Killap's Fallout 2 patch: A must-have, fixes +800 bugs. 

Fallout 2 Restoration Project: Restores a lot of content 
that was cut, including several locations and Kaga, your 
“rival” Chosen One. Just be aware that not all of it is great. 

MIB88 Megamod: A mod pack that adds new areas, 
various features and allows you to visit Fallout 1 areas. 

Oblivion Lost: A Russian mod that blends Fallout 2 
with STALKER: Shadows of Chernobyl. It’s quite funny. 

Fallout 1.5: Resurrection: A critically acclaimed 
mod that offers a full 25-hour campaign. A great 
RPG in its own right, it’s highly recommended. 


In 2004, 

Russian fans 
created FOnline, 
an unofficial 
Fallout MMO 
engine. Several 
MMORPGs 
derived from it, 
such as FOnline 2, 
FOnline: Reloaded 
and FO:Ashes 
of Phoenix. You 
can play any of 
these for free. 


Several total 
conversion mods 
for Fallout 2 exist, 
such as Olympus 
2207 , Shattered 
Destiny, Fallout: 
Nevada and 
Mutants Rising. 
Sadly, most of 
them are only 
in Russian. 


243 













Shooting 
enemies in 
first-person 
mode during 
a platforming 
section isn't 
exactly what the 
fans expected 
from a King's 
Quest game. 


One of the three 
endgame trials to 
prove yourself a 
worthy champion 
is a sliding puzzle. 

How exciting. 


T he fabled designer Roberta Williams had a big 
problem in the late 90s. The gaming market 
was booming, consoles and 3D action games 
titles were selling millions, but adventure games 
were considered a dead genre. Sierra, the company 
she founded in 1979, was still a giant corporation, 
but Roberta and her husband had sold it in 1996 
(although they still worked there). And now Sierras 
new owners were desperate for a big hit. 



So Roberta took some of the most popular games 
at the time - Quake , Tomb Raider and Diablo -, added 
then-innovative 3D graphics and tried to create a new 
style of adventure game, one that would attract this 
modern gaming audience into her Kings Quest series. 

The result is an Action RPG that can be played 
in either first- or third-person mode, complete with 
real-time combat, platforming sections and even a 
grappling hook that allows you to climb walls. Many 
RPG elements also were added, such as levels and 
experience points, various weapons and armour and 
even a Diablo- like toolbar of magical potions. 

However, little from the previous Kings Quest 
games is present. While occasionally you’ll come 
across one or two puzzles - such as using an axe to 
chop down a tree, so that it diverts the flow of a river 
and stops a nearby mill - those are extremely rare. 
And don’t expect a single dialogue tree either. Most 
of the time you’ll progress by killing everything that 
moves, and then clicking on everything that doesn’t. 

All could eventually be overlooked had the rest 
of the game been good. But it just isn’t. Moving and 
jumping feels clunky (the infamous “tank controls”), 
combat is nothing but clicking on enemies while 
chugging potions, environments are dull and empty, 
the writing is childish and the game simply never 
manages to excite the player in any way. 

Looking back, Roberta was in a difficult position 
and tried her best to reach this new gaming audience. 
It’s easy to criticise her now, but such wild bet made 
sense at the time. In fact, Mask of Eternity was released 
in the same year as the much revered adventure classic 
Grim Fandango - and outsold it 2-to-l. 

Does that make it a good game? Definitely not, 
but serves as a cautionary tale about the whims of the 
game industry and its trends. FE 


244 
















W ith the success of Final Fantasy VII in 1997, 
it was expected that companies would try 
to imitate its formula. S udeki, Anachronox , 
Silver and even Lord of The Rings: The Third Age had 
strong JRPG influences, but no game came closer to a 
“Western-made Final Fantasy VIF than Septerra Core. 

The game is set on Septerra, a planet composed 
of seven layers, each with unique characteristics. You 
play as Maya, a scavenger from the second layer who 
saw her city destroyed by a general from the first layer. 

Her adventures follow a decidedly JRPG-like 
formula (especially those of the PS1 era) of gathering 
companions, visiting exotic towns, exploring dungeons, 
travelling across a large overworld and even acquiring 
a late-game airship that allows you to travel freely. 

That’s not to say there’s nothing new - Septerra 
features adventure game elements, with topic-based 
dialogues and puzzles that require you to combine items 
in your inventory. Some are fun, but others are poorly 
presented or require items that are very easy to miss. 

Combat is similar to Final Fantasy's ATB system, 
where characters wait for a bar to charge so they can 
act. Here the bar is divided into three segments - you 
can act with just one segment, but more segments 
allow more powerful attacks (similar to what FFXIII 
would use). Sadly, combat is slow. Very, very slow. 

However, what really exacerbates the flaws in 
both the combat and puzzles are the game’s dungeons. 
They are massive, packed with enemies that respawn, 
and offer no challenge beyond pushing levers. 

It combines terribly with the sluggish combat and 
confusing puzzles: some events can only be triggered 
by specific party members - going back to town to 
switch characters and returning can take a lot of time. 
And even if you know exactly what to do, you’ll often 
be forced to cross the same dungeon multiple times. 


All this stretches what could be a very enjoyable 
20-30 hour game into almost 60 hours. To speed things 
up, you can cheat to instantly win battles (and honestly, 
I advise doing so) but, still, it’s an endurance test. 

Overall, Septerra Core is one of those games that 
those who found it in a bargain bin back then (and 
had nothing else to play) might have good memories 
of its flawed yet interesting story, but it’s hard to justify 
spending so many hours on it today. FE 



While the 
character's art 
feels like a poor 
emulation of the 
Japanese style, 
the pre-rendered 
backgrounds 
are nice and the 
game's dialogues 
are fully voiced. 


Magic and 
Summons are 
cast by combining 
cards you find 
during the game. 
They require 
mana, which is 
shared between 
party members. 


245 









*Since the 
release of the 
source code, 
dedicated 
modders have 
managed to 
create ports 
of the game 
for Mac and 
Android. 


More than just 
fighting, you'll 
also have to talk 
to the locals and 
decide how to 
handle the issues 
they present. 


J agged Alliance 2 is an isometric turn-based 
strategy game where you hire and command a 
band of mercenaries in order to free a fictional 
country called Arulco from the rule of its ruthless 
dictator, Queen Deidranna. Or is it? 

Reassessment and reflection occurs each time 
I’m asked what JA2 is. I’ve seen people drawn to 
this game for all possible reasons, from professional 
soldiers loving its strategic layer to gun nuts drooling 
over the immense arsenal available, expanded even 
further by mods. Others praise the game for a creative, 
alchemical approach to the RPG genre and its chess¬ 
like tactical depth. Some just love the characters. 

Aye, Jagged Alliance 2 is generous enough 
to allow you to enjoy it from all perspectives and 
playstyles. If you want to treat it as an isometric 
shooter, one-man team, fine, there’s enough action 
for every Rambo out there; if you want to instead 
take an armed stroll and explore the country, you’ll 
have a laugh and a whale of a great time too. 

Such flexibility is achieved through this unique 
blend of strategy and role-playing game. 



You start by creating a custom avatar, then 
recruiting a minimal team of meres - each with their 
own stats, gear, personalities and weekly salaries - 
then go straight to work. Your team is inserted into 
the Omerta village, where the army is about to assault 
the rebel hideout. You are to clear the initial sector, 
deliver your letter of credentials to Fatima, a local 
contact, and be led to meet the rebel leader. 

Your dialogue skills will be used for the first 
time here, giving you the chance to recruit rebels into 
your squad and place the sector under your control, 
making it clear that JA2 offers much more than “just” 
an incredibly deep tactical combat. 

After Omerta, you gain acess to the world map 
and can plan your next steps. There’s the “normal” 
route of liberating the town of Drassen, gaining 
control of its resources and assigning your meres to 
train a militia that will defend it from Deidranna’s 
army (you can also find the local helicopter pilot and 
weapons dealer there). But you can try alternative 
routes, especially during a replay. A 7.62 mm bullet 
might stop you, but the game won’t. 

In each of the main sectors you also get to indulge 
in a bit of RPG exploring and questing. Benefits can 
lie hidden in any cupboard or dialogue option. It’s 
where the kindred spirit with the Fallout series is 
most evident in JA2 - whether you fight for cash in 
San Mona or rescue a hooker from a brothel, quests 
are fun, rewarding and not at all politically correct. 

Depending on how close you get to the capital, 
or how irate Deidranna gets with your actions, the 
game throws at you a range of enemies, rising in 
difficulty from “yellow shirts” - the local police -, 
to army “red shirt” regulars, and ending with the 
“black shirt” special forces, who bring everything to 
the table: snipers, LMGs, mortars, even tanks. 


246 















'"Even though it wasn't the focal 
part of the game, I found some 
of the NPCs to be the coolest 
part - especially watching people 
theorise on how the game worked 
in this respect. Whether it be Pablo, 
Kingpin, Deidranna, or any other 
NPC, there was more talk about this 
aspect of the game than the actual 
combat. And I'm happy with that, 
the combat in JA is a given, so it's 
the 'extras' that I get off on.'' 

- Ion Currie , 
JA2's director and producer 



tsf- I 'Tneftfi ird tiJt&j tantt 

I wat ta ■=* ism' 


You can control 
multiple squads 
at once, and 
train militias to 
defend liberated 
sectors once 
you've earned 
the support of 
the locals. 


The final layer of the cake is the amazing turn- 
based combat. Powered by an elegant UI, a large pool 
of action points per unit and many nuances like cover, 
stances, aimed shots, morale, wounds, field of view, 
multiple ammo types and even destructable buildings, 
the wealth of options available is staggering. 

The day-and-night cycle enhances stealth and 
the game provides both the tools (knives, camouflage, 
silenced weapons, wire cutters) and the skills required. 
If that’s not your cup of tea, you can get a Dragunov 
sniper rifle and pop heads from across the map. Or 
set the world on fire with LAWs, mortars and LMGs. 
Or maybe play Ironman (and/or solo!) and try to 
carve your way to victory for massive bragging rights. 
JA2 will keep bringing you back, no matter what. 

Finally, if you’re looking for an alternative twist, 
you can also activate the Sci-Fi mode, a special mode 
where a new faction of enemies is added to the mix - 
which can lead to chaotic 3-way battles. 



More than just stats, gear and salaries, each unit has its 
unique personality, delivered via hundreds of voiced lines. 


Two years after the game’s release, we got the 
JA2: Unfinished Business expansion. Its new campaign 
was short and left you hungry for more, but the game 
also brought a map editor, giving the official blessing 
to a modding community that, many years after, still 
produces fresh content for the game. 

The sales of Unfinished Business failed to keep 
Sir-Tech alive and ended prematurely one of the 
greatest TBS/RPG series ever made. Yet, like the bite 
of a vampire, it made the game immortal, leaving 
its future to be safeguarded by its dedicated fan 
community. SH 

Mods for Jagged Alliance 2 

JA2 vl.13: A must-have mod, vl.13 brings thousands of 
new features and items to the game, changing the AI and 
interface, adding weather, suppressing fire, etc. 

It transformed JA2 into a mod-friendly game, leading to 
many impressive new features, such as multiplayer. 

JA2 Urban Chaos: The very first fan-made sequel of 
JA2 offers a completely new adventure in Danubia, with 
revolutionary changes to systems and tactics. 

JA2 Stracciatella: An overhaul of the JA2 source code, 
started by modder Tron, transforming the engine into a 
true platform-independent piece of software. It allowed 
ports of JA2 to Linux, MacOS and Android. 

Mods for Jagged Alliance 2: Unfinished Business 

JA2UB Vietnam SOG'69: BecomingX’s campaign lands 
you in Vietnam, together with some very interesting new 
characters. One of the most played UB mods. 

JA2UB Shady Job: This Russian mod turns JA2:UB 
into a whole new game, with new tactical map, new 
markets, new characters and new weapons. 


After Sir-Tech 
closed, many 
companies tried 
to make sequels 
to JA2, such as 
JA: Back in Action, 
JA: Flashback and 
JA: Online, but 
sadly none of 
them come close 
to JA2 vl.13. 


247 































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Plan escape is an 
award-winning 
AD&D setting 
written by David 
"Zeb" Cook and 
published in 1994. 

It deals with 
cosmic factions, 
multiple planes 
of existence and 
the city where 
they all meet - 
Sigil, the City 
of Doors. 


The RTwP 
combat is the 
weakest aspect 
of the game, 
but the unique 
spells and the 
exotic monsters 
help keep it 
interesting. 



M ost fantasy RPGs follow the tried and 
allegedly true formula, which strips them 
of anything “fantastic” and grounds them 
in the dull “reality” of the familiar. Sadly, the much 
coveted instant recognition usually means instantly 
forgettable. How many times should we save an utterly 
predictable and generic world before it gets really old? 
Why is that when we see a town on the horizon, its 
not a place of wonder and strange customs, but a place 
to restock on a FEDEX quest and trade in your loot? 

Now compare it to Planescape: Torment. You 
wake up in a mortuary. Dead. A gravity-defying 
skull starts chatting with you, making it clear that 
you aren’t in fantasy Kansas anymore. The rules are 
completely different and you have no idea what they 
are yet. Where are the familiar elves and ores - the 
foundation of quality storytelling? Why isn’t an 
ancient evil stirring? Where is a kind lord of the realm 
to send you on a mission of great importance? Why 
isn’t your character a dashing young hero, destined 
to be awesome, but a scarred, formaldehyde-soaked 
corpse, cursed with immortality? 



You open the door. Zombies are crawling 
everywhere, yet it’s not a zombie apocalypse. The 
zombies mind their own business; in fact, they are 
nothing but indentured workers whose bodies were sold 
to the Dustmen, one of the many colourful factions in 
the game. You can attack the zombies if you’re a creature 
of habit, but you can also walk around, studying the 
undead, and even get very unusual items from them. 

When you finally manage to leave the Mortuary, 
you find yourself in a most unusual city. It’s a city of 
doors, filled with hidden portals that can take you 
anywhere, assuming you have the right key - which 
can be anything from a jewel to literally junk. 

You make your way to a bar: a familiar place 
in this strange land. The very first thing you see is a 
burning (yet still alive) man floating in mid-air - a 
rather unusual conversation piece of decor. Some ugly 
looking demons are having a drink, greeting you as an 
old friend. The bartender casually informs you that he 
still has your eye - it’s right there, floating in a jar like 
a pickled egg - and if you have some coins you can 
have it back. 

You buy the eye, not because you need it, but 
because it’s so shockingly different from the usual 
selection of RPG goodies, wondering what the hell 
one does with an eye that belonged to your earlier 
incarnation. Guess what, you get an option to rip 
out one of your current, perfectly good eyeballs and 
replace it with the pickled one, because why not? 

Somehow it works and your old memories start 
pouring in. At this point you’re absolutely lost. You, 
the player, are a stranger in a strange land and that’s a 
rare and precious moment in gaming. 

Overall, Planescape: Torment is a beautifully 
written RPG that shines in every single area that 
involves writing. 


248 












"I looked at all the RPGs I had 
played up to that point, identified 
all the things I was tired of seeing 
and just looked for new ways to get 
around them. It just seemed like 
loading your game up after death 
was a huge waste of time. Ideally 
you just want the player to play 
until they feel like quitting, and so 
it occurred to me that if I made an 
immortal character, and made death 
a part of the game and mechanics, 
that it would be a more enjoyable 
experience for players instead of the 
standard save, die, and reload/' 

- Chris Avellone, 
Torment's lead designer 



You’ll travel an interesting world (while the 
setting is a licensed oddity, it takes considerable skills 
and talent to turn an obscure, dusty IP into a one-of- 
a-kind world ready to be explored). You’ll read a great 
story with philosophical undertones - a rare treat 
in video games. You’ll meet the best party members 
I’ve ever seen in a computer game, and you’ll have 
fantastic dialogues and complex dialogue trees 

On the downside, despite featuring over 800,000 
words, you have to fight a lot because apparently kill¬ 
ing things to level up (and grinding to put more points 
into Wisdom and Charisma to unlock more awesome 
dialogues) is what players can’t get enough of. 

All this mindless slaughter is powered up by a 
rather underwhelming RTwP system that comes with 
the Infinity Engine. On the plus side, it has spectacular 
spell animations inspired by Final Fantasy VII , so if 
you get bored watching toons whacking each other, 
cast one of the spells and watch the fireworks. 


Speaking of Final Fantasy , it can be argued that 
Planescape: Torments , um, homage to Japanese RPGs 
goes a bit deeper than the spell effects and that it is, in 
fact, a JRPG cleverly disguised as a WRPG to confuse 
players who are too cool to play console games. 

Fortunately, the story, dialogues, and characters 
are so good that, even if you hate RTwP with passion or 
laugh at people who cried when Aeris died, you’ll still 
love the game and wish you could lose your memories 
to experience it all over again for the first time. VD 

Mods: 

Ultimate WeiDU Fixpack: Fixes hundreds of bugs. 

Bigg's Widescreen mod: Allows you to run the game in 
any resolution you desire. If you install this, then also get 
Ghostdogs incredible UI mod to fix the menus. 

Qwinn's Unfinished Business: Restores several quests, 
items and dialogues that were cut during development. 




You won't buy armour in shops. Instead, you'll get tattoos, 
unlock memories, learn secrets and replace body parts. 


It's advised you play as a wise and intelligent mage. 

Not because of his power, but because of his dialogues. 


Torment's writing 
is unrivalled in 
gaming, offering 
plenty of role- 
playing options, 
memorable 
moments, 
funny lines and 
overarching 
philosophical 
questions. 


Black Isle tried 
developing 
two other 
Planescape 
games, both 
of which were 
eventually 
cancelled. One 
of them would 
be a PlayStation 
game inspired 
by King's Field, 
to be directed by 
Colin McComb. 


249 


















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QJ 



Around the time 
Ultima IX was 
released, Richard 
Garriott hinted 
at the possibility 
of remaking the 
entire Ultima 
series using the 
Ultima IX engine, 
releasing them as 
online episodes. 

Shortly after, 
Garriott departed 
from Origin and 
the project was 
canned. 


Ultima IX's 
inventory is still 
based on multiple 
containers, but 
they are now grid- 
based, making 
them much easier 
to organise. 



U ltima IX, published over 16 years ago, is the 
last single-player Ultima, and the conclusion 
of both the Age of Armageddon trilogy 
(which began with Ultima VII) and the story of the 
Avatar. Its also the most controversial entry in the 
series; no other Ultima game has so sharply and 
clearly divided the opinions of the fandom. 

Development on Ultima IX began soon after the 
release of Ultima VIII, with Mike McShaffry as the 
project lead at the time. An enhanced version of the 
Ultima VIII engine was selected as the technological 
base for the game, which McShaffry soon converted 
from a 2D engine to a software-accelerated 3D engine. 
However, he was soon removed from the project. 

It would have been after his departure that the 
well-known Bob White Plot was written, likely based 
on Richard Garriott s own designs for the plot of the 
game (a leaked version can be read online on websites 
such as the Ultima Codex and the Ultima Wiki). 
At the time, EA felt the game worthy of significant 
investment; many of the CGI cutscenes used in the 
final game were rendered around this time. 



However, much of the team was reassigned to 
assist with completing Ultima Online, and work largely 
paused on Ultima IX until mid-1997. Much had 
changed in the intervening months: hardware- 
accelerated 3D had taken off, and it was decided that 
Ultima IX should make use of this new technology 

A new team was hired, and Ed Del Castillo was 
brought over from Westwood Studios to serve as 
the games producer. He rewrote the plot treatment 
significantly, but was soon dismissed from Origin 
Systems. With pressure from EA to cancel the game 
and focus on Ultima Online mounting, Richard 
Garriott took direct control of the project, and the 
plot was rewritten once more. EA gradually removed 
funding and resources from the Ultima IX team, and 
eventually imposed a firm release deadline which left 
the team scrambling to complete a playable build of 
the game. With only weeks to spare, a playable build 
was achieved, and the game was greenlit for release. 

Upon release, Ultima IX was - as might be 
expected given the above - very buggy and unstable, 
so much so that Origin Systems opted to re-release an 
updated version of the game on new CDs to all who 
had purchased it. 

The game was also heavily criticised for paying 
little heed to the canon of the Ultima series; the 
ending of Ultima VIII and many other key events 
from the series were ignored or rewritten, upsetting 
fans who had followed the Ultima lore for almost two 
decades. Other common complaints include that it 
lacked party members, that the game world felt overly 
small, that combat was crude, the plot limited, the 
dialogue unpolished and the voice acting poor. 

There is validity to all of these criticisms. There 
was little time during the race to finish the game for 
designers and editors to iterate the written dialogue. 


250 










































'"He [Richard Garriott] wanted 
Britannia to come alive. And we did 
our best to do that. We had birds 
that actually flew out of trees and 
went and had a place for their nest, 
and they sat back in their nest. We 
had all kinds of cool features to just 
make the world come alive. And the 
amount of effort that took robbed 
us of the ability to put in a lot of the 
more traditional RPG elements, like 
a party, like NPC schedules, like who 
owns what object, like crafting../' 

- Bill Randolph, 
Ultimo IX's lead programmer 



The game's plot 
revolves around 
the corruption of 
the Virtues by the 
Guardian, who 
raised mysterious 
black columns all 
over Britannia. 


Designers would often write a scene and hand 
their first-draft script directly to the audio producer, 
who would get the actor(s) involved to record it that 
day The game’s technology and scripting were very 
complex for their day, and more polish was required 
than Origin had time to apply 

And yet, Ultima IX was - and in some ways 
remains - a technical marvel. It features a fully open 
3D world, and offers some of the best dungeons to be 
found in the Ultima series. Many objects in the world 
can be freely manipulated, and container objects (e.g. 
barrels) even have buoyancy. These are features that 
largely disappeared from 3D RPG design for about a 
decade after Ultima IX s release. 

Ultima IX also brings the story of the Avatar and 
the Guardian to a satisfying end, and drives home 
the now commonly accepted point that, ultimately, 
it was the Avatar who was the cause of many of the 
misfortunes that befell Britannia. 



Combat in Ultima IX is simplistic; most of the time 
you'll just hit the left-mouse button as fast as you can. 


Despite its reception, Ultima IX is not without 
a legacy. German RPG developers Piranha Bytes 
drew significant inspiration from the game whilst 
developing Gothic (2001) and, later, Risen (2009); 
both games improve upon the formula that Origin 
Systems never had the time to fully develop, and are 
classics in their own right. 

For me, personally, there was one other thing 
that Ultima IX offered. You see, I grew up playing 
Ultima. I love the series and its setting; Britannia was 
my Narnia, my magical land hidden just out of view. 
And in Ultima IX , finally, I could see its sky. KE 

Mods: 

Dialogue patch: A re-writing of the games dialogue, to 
better fit the lore and continuity of the Ultima series. 

Forgotten World: Provides several patches and 
updates for Ultima IX, improving its performance, 
fixing some of the remaining bugs and restoring some 
of the content cut late in the game’s production. 

Beautiful Britannia: improves the game’s textures and 
adds several areas that were cut from the game. 



A screenshot of a modded Ultima IX, with enhanced 
graphics, wide-screen support and restored content. 


251 































The Gray Face 
MM7 patch 
adds features 
like mouse- 
look, while the 
Maestro mod is a 
big pack with new 
quests, classes, 
races, bosses, 
HD textures and 
options for higher 
resolution. 


Your faction 
choice greatly 
changes the 
game's second 
half, including 
its interface. 
Side with evil, 
and you can even 
become a lich! 


The Arcomage 
card game was 
so popular it 
got a stand¬ 
alone release 
in 2000. It also 
inspired various 
open-source 
copies, such as 
MArcomoge. 


A fan of Might and Magic VII , such as myself, 
might tell you that the game takes everything 
the previous game did and improves on it. 
Sculpting mechanics into perfection, tweaking the 
skill system, adding depth and polish - all within a 
world more vibrant and interesting than ever. 

More traditionalist players will tell you that the 
decline of the series began here, because while M&M 
VII has more polished content, it also has less. 




The game compromises on the magnificent 
dungeons of the previous game by making its own 
less prevalent and less sprawling. With less breadth of 
content comes more depth, however. Everything you 
do here is meatier, denser and more fine-tuned. There 
is more monster variety, more mechanical complexity, 
more diverse rewards for exploration and more ways 
to customise your party. 

You begin the game as in M&M6 , creating 
your blob of four adventurers, but with an expanded 
catalogue of classes, races and skills. Then comes a 
rare treat in an RPG: a genuinely interesting tutorial 
area that ties naturally into the rest of the game. 

Rather than shove you down a content-tube, 
Emerald Island is a micro-cosmos of the actual game, 
with its own dangerous swamp, a small township, 
quests, dungeons, a choice that will affect you much 
later in the game and even a menacing dragon! 

The game also features perhaps the best mini¬ 
game in RPG history. Before Witcher 3 s Gwent there 
was Arcomage , a decidedly deeper and more balanced 
trading card game that is still played in online, 
multiplayer lobbies today. 

M&M7 even makes room for a bit of role- 
playing, among other things presenting you with a 
game-changing fork halfway through: join the angelic 
forces of Celeste or cast in your lot with the brutal 
fiends of The Pit. Depending on your choice, your 
characters earn different promotions and abilities, 
and the main quest line changes completely. Even the 
games UI alters to reflect your decision. 

In short, Might and Magic VII: For Blood and 
Honor might be the point where cracks start to 
show in the series, but it is also the series at its peak, 
developed using every lesson learned over the 10 
years since it began. CG 


252 






































G orky 17 (also known as Odium on American 
shores) is a title I didn’t mind replaying in 
order to write this review. The primary reason 
being that it’s a short and sweet game. 

The game places you in command of three 
NATO Soldiers who are dropped in a secret military 
complex somewhere in Poland, with limited supplies 
and unsure about what they are getting into. 

First thing to know: Gorky 17 is tough. Healing 
consumables are very limited, and, if anyone in your 
party dies, you have to restart the battle or reload. The 
battle system is standard tactical phase-based RPG 
fare. During your turn, each character gets to Move, 
Select a Weapon/Item, Face a specific direction and 
Act (Shoot, Defend, Heal, etc.) in almost any order. 

Many objects can explode or be pushed to form 
makeshift barricades, and the player must also consider 
factors such as obstacles, armour type, weapon ranges, 
directional facing and so on. For example, attacking a 
target from the sides or back will grant bonus damage. 
Additionally, various status effects eventually come 
into play. Combatants can be made ‘Flammable and 
subsequently be set aflame using a variety of weapons 
- or simple matches. 

Typical enemies appear to come straight out of 
a cyberpunk nightmare. The AI is aggressive, but not 
suicidal, and even just one of these mutant creatures 
can be a serious threat. Then there are the monstrous 
bosses, each introduced by a short cinematic, which 
must be typically approached with different tactics. 

Outside of combat, the emphasis is on semi-linear 
exploration, character banter and item-collecting, as 
you solve light puzzles to move forward or reach hidden 
loot caches. Battles and events are all scripted, triggered 
at certain locations, and resources were balanced to be 
scarce, making exploration rewarding. 


Your characters becomes more proficient the 
more they use a weapon, and every experience level 
grants five points to distribute in a handful of stats but, 
unfortunately, there isn’t much gameplay deviation. 

Still, Gorky 17 offers a creative mix that few game 
publishers would dare nowadays, blending survival 
horror, light puzzles, RPG elements and old-school 
tactical combat in one tough, unforgiving package. 
Definitely worth the 20-hour playthrough. MS 



Two other 
Gorky games 
exist: Gorky 
Zero and Gorky 
Zero 2. Both 
are a third- 
person stealth 
action games, 
set around 
characters 
from Gorky 17. 


The game has 
several special 
boss enemies, 
all who have 
unique abilities 
and require 
thoughtful 
approach. 



The mix of 
pre-rendered 
backgrounds, 
light puzzles and 
horrible monsters 
gives Gorky 17 
a very Resident 
Ev/7-like tone. 


253 














David Bowie 
and Reeves 
Gabrels 
composed 
Omikron's 
soundtrack, 
then later 
included some 
of the tracks 
in Bowie's 
1999 album 
"Hours..." 


The city of 
Omikron is 
divided into 
gated districts, 
but each area is 
large and full 
of locations 
to explore. 


T he names of David Cage and Quantic Dream 
games nowadays are deeply tied to “cinematic 
experiences” - games like Fahrenheit (2005), 
Heavy Rain (2010) and Beyond: Two Souls (2013), a 
style of game so heavily focused on storytelling that 
the gameplay almost vanishes, being mostly limited 
to QTEs and similarly discreet player inputs. 

A shame, really, for whats arguably David Cages 
finest offering lies in the exact opposite direction - in 
his very first game, Omikron: The Nomad Soul. An 
extremely ambitious amalgamation of several different 
gameplay modes, its a title as bold as it’s flawed. 

Omikron begins with a police officer shattering 
the fourth wall and addressing the player directly. He 
is Kay’l, and he begs for help, asking you to send your 
soul through the computer to take over his body and 
help him save the dystopian city of Omikron. 

As soon as you agree (because why not?), you 
enter the body of Kay’l and are transported to a dark 
alley - then instantly attacked by a demon. Barely 
surviving the assault, it’s your task to figure out what 
the hell is going on around here. 



Stepping out of the alley, players are met by the 
cyberpunk vision of Omikron - a large, open city, 
complete with apartments and stores you can enter, 
driveable cars and even taxis - all this months before 
Shenmue and two years before GTA III. 

As players try to take this all in, the opening 
credits begin to play, the camera travelling around the 
city, accompanied by David Bowie’s eerie singing - a 
small taste of the excellent soundtrack he and Reeves 
Gabrels composed for the game. 

While this all sounds ambitious enough already, 
Omikron goes much deeper. At first it plays like a 3D 
adventure game - you walk around the city, visiting 
your apartment and other locations in search for 
clues, trying to understand what’s going on. 

You’ll talk to people, collect several items and 
solve a few puzzles. Then you’ll be called to investigate 
a robbery in a supermarket, and, as soon as you enter 
it, the game shifts into a first-person shooter, with 
several weapon types, medpacks and a mini-map. 

As you make your way through the robbers, you 
finally reach their boss - who disarms you, the game 
suddenly changing into a Street Fighter-like hand-to- 
hand fighting game, with combos and everything. 

If fighting is too difficult, you can train at home, 
fight in arenas or buy potions to increase your stats. 
Moreover, the game’s initial “soul transfer” isn’t just a 
silly throwaway. You’ll later unlock the ability to freely 
transfer you soul into the body of over 20 characters 
across the city, each with their own stats, items (such 
as their apartment keys) and usefulness. 

For example, cyborg mercenary Jorg 722 might 
be great for combat sections, but only Kay’l can freely 
walk around the police station. The game also attempts 
some moral dilemmas: as a soul in the body of Kay’l, 
is it right for you to have sex with his girlfriend? 


254 







'"Those [mixed gameplay genres] 
were a young game designer's 
stupidities. Someone who had 
never made a game before and 
who thought: 'Might as well do 
everything, why wouldn't we do 
everything?' That's because we 
had never done it ourselves so we 
didn't realise the scale of what we 
were writing, because we just didn't 
have the experience. So it was an 
extremely ambitious game, which 
was incredibly painful to create 
- in totally, totally unreasonable 
proportions." 

- Paw'd Cope, 
Omikron's director 



While some 
dialogue choices 
may impact 
future events and 
dialogues, most 
of the choices are 
purely for flavour. 


This unique soul mechanic is even used to avoid 
Game Overs. Dying does not mean losing the game, 
as you can often possess other characters to continue. 
In fact, there are certain characters that can only be 
obtained by dying in certain events. 

Speaking of events, players exploring the city’s 
many pubs might come across a virtual David Bowie 
performing in choreographed concerts, singing songs 
such as Survive and Something in the Air. 

Together with great music, David Cage’s passion 
for cinematography is already on full display, as the 
game’s dynamic camera angles used during cutscenes 
and dialogues feel very “cinematic”, ahead of its time. 

Unfortunately, behind such a massive project 
lie equally large flaws. Omikron has several gameplay 
modes, but none of them is well-developed. The 
fighting and shooting sections quickly grow repetitive, 
while the adventure parts are too simplistic and fail to 
explore the game’s soul-transfer mechanic. 



The FPS gameplay is very crude, with several different 
weapon types but only two that are really useful. 


While the presentation still holds, in part due to 
the excellent voice acting, the controls and interface 
are horribly dated. Mouse control is limited to the FPS 
sections, leaving you with “tank-controls” and a clunky 
keyboard-driven inventory for most of the game. 

In usual Quantic Dream fashion, the story starts 
out interesting, but eventually becomes an unintelligible 
mess, adding to the disappointment later in the game. 

As such, Omikron s reception was lukewarm, 
with critics enjoying its concept but not its execution. 
David Cage was also frustrated by how people had 
difficulty adapting to the multiple gameplay modes, 
especially those new to gaming - a critical fact in his 
subsequent decision to create accessible games. 

Overall, Omikron is somewhat akin to Ultima I - 
a passionate developer throwing everything he loves 
into a game, pushing the boundaries of the medium. 
While the end result many not be deep or cohesive, it’s 
still a unique experience worth having. FE 



Besides fighting for your life against faceless demons, 
you can also put your fists to the test in arena battles. 


A sequel to 
Omikron has 
supposedly 
been under 
production 
since 2002, 
but few details 
are know apart 
from the fact 
it would be set 
"100 cycles" 
after the 
first game. 


255 














uiui 



By demand of 
the publisher, 
SS2 has a 
multiplayer 
co-op mode. 
But beware, 
the developers 
stated many 
times that it's 
a game best 
experienced 
alone. 


Besides 
shooting, you'll 
also have to 
hack, repair, 
modify and 
even research 
stuff you find. 



W ho could forget playing System Shock 2? 

Who could ever forget the mindless, 
pipe-wielding mutants patrolling dimly 
lit hallways. The ungodly sight of blood and bizarre 
biological growths covering walls and ceilings while 
a horrific symphony of terror created by computer 
terminals, whirring security cameras and the ships 
relentlessly droning engines plays in the background. 
The cyborg midwives tending to their “little ones” 
while rattling off motherly stock phrases of affection. 
The exceedingly polite, if somewhat pushy and 
accident-prone protocol droids, or the partially 
vivisected monkeys rising up against their captors. 
The creeping feeling that the very environment you 
inhabit is your mortal enemy. How could anyone 
possibly forget playing - no, experiencing! - that? 

Whether the 1994 System Shock can be considered 
an RPG is up for debate. The fact remains that, in an 
age where games like Doom limited its content to 
navigating mazes, finding keys and shooting stuff, 
System Shock featured a complex (if convoluted) UI 
that allowed the player to jump, crouch, peek around 



corners, jack into cyberspace, read logs and manage 
an extensive inventory. Sadly, in what would become 
a pattern for Looking Glass, releasing a product that 
was years ahead of its time didn’t pay off. System Shock 
obtained wide critical acclaim, but sold poorly. 

However, the game managed to develop a cult 
following over the years. Among the select group of 
aficionados was a young Ken Levine. His company, 
Irrational Games, was granted the rights to work on 
a sequel, allowing for a proper, triumphant return of 
SHODAN, the devious rogue AI that had so masterfully 
served as the first game’s main adversary. 

Developed on a shoestring budget in an office 
that can be aptly described as Looking Glass’s broom 
closet, there was constant symbiosis between the two 
companies. First and foremost, Irrational had access to 
the Dark Engine, which would first come to use in the 
1998 stealth classic Thief. As a result, System Shock 2 
shares many of its strengths with the original Thief: 
the player is able to hide in the shadows of the large, 
intricately designed levels, with different surfaces 
generating different levels of noise, potentially 
alerting nearby enemies. 

What truly separates SS2 from its predecessor 
is the use of a complex character system, resulting in 
a game that is both FPS and RPG in equal measure. 
Early on, the player chooses one of three classes: the 
gun-toting marine, the psionically-endowed OSA 
agent or the tech-sawy navy hacker. Throughout the 
game the player can customise his character however 
he chooses: improving his attributes, selecting traits, 
training the skills required to equip and repair more 
powerful items, finding implants or learning any of the 
35 available psi powers, that range from temporarily 
buffing stats to firing mental projectiles and even the 
ability to teleport yourself. 


256 







"For me, the important part of 
System Shock 2 is the difficulty 
and the resource scarcity. I would 
probably describe it more as 
being about tension than horror. 
There's a horror element to the 
story and characters are terribly 
disfigured or in pain or whatever, 
but that's actually less important 
to me than the fact that the game 
is really, really hard. It requires you 
to constantly be very focused and 
intense. There are a lot of things 
that can go wrong.'' 


- Jonathon Chev, 
System Shock 2's project manager 
and lead programmer 



Enemies roam 
the halls and a 
rogue Al watches 
over your every 
step. There's no 
safety in System 
Shock 2. 


Resources are scarce though: weapons degrade 
with every single shot and have a nasty tendency to 
either break or jam during tense firefights. Enemies 
respawn over time, and even areas which have been 
previously cleared can become death traps. The high 
difficulty crowns SS2 ’s unrivalled sense of danger. 

To add to the atmosphere, the ghosts of the Von 
Braun - the faster-than-light spaceship where your 
descent into hell takes place - still inhabit the vessel. 
Both figuratively - in the form of increasingly desperate 
audio logs - and literally, as apparitions that recreate 
the crew members final, ghastly moments. 

System Shock 2 struck a nerve, but, despite an 
overwhelmingly positive reception and the fact that 
it would go on to inspire both FPS/RPG hybrids 
and horror games to this very day, it sold below 
expectations. And with Looking Glass going out of 
business in 2000, the jarring cliffhanger that concludes 
the rushed final levels remains unresolved to this day. 



Managing the inventory, saving resources and keeping 
weapons functional are mandatory for your survival. 


Irrational Games would live on to see the financial 
success that Looking Glass was never allowed with the 
2007 release of the popular Bioshock series, which - to 
the disappointment of many fans - did not turn out to 
be the next step in the logical evolution of FPS/RPG 
hybrids they had hoped for. 

System Shock 2 stands unchallenged both in its 
seamless blending of genres and in its ability to truly 
make the player feel like a pathetic creature of meat 
and bone, panting and sweating as you run through 
SHODAN’s corridors. NH 

Mods: 

An active community at www.systemshock.org still 
offers advice and releases mods. Here’s a selection: 

Shock Community Patch: A big collection of fixes from 
the community. Highly recommended. 

TF's Secmod: Rebalance things, change enemy position 
and add new content. Great for a replay. 

System Shock Fan Missions: Fan-made adventures that 
range from SS2 sequels to exploring medieval crypts. 
Christine’s Ponterbee Station is a must-play. 



Some fan missions, such as UNN Polaris , offer 
new monsters and environments to the players. 


SHODAN is 
voiced by 
Terri Brosius, 
who not only 
worked as a 
writer and level 
designer for 
Looking Glass, 
but was also 
part of an early 
90s rock band 
named Tribe. 


257 




















2000-2004 

The rise of the 
modern gaming industry 


If the 90s was a time of great technological jumps, then the start of 
the new millennium was a time of drastic changes in the business side. It 
was a period of consolidation that reshaped the gaming industry. 

Previously, the successful fifth generation of consoles, led by the 
PlayStation and the Nintendo 64, had sold millions and greatly expanded 
the gaming audience. Now the PlayStation 2 was spearheading the sixth 
console generation and breaking all sales records, eventually becoming 
the best-selling console of all time. But the development costs for fancy 
3D graphics still kept rising at an alarming pace - making games was a 
highly profitable, but also extremely risky business. 

While home computers were more popular than ever before, their 
games were outshined by the outstanding success of the PS2. A few PC 
companies like Maxis, Valve and Blizzard struck gold with hits such 
as The Sims , Counter-Strike and Diablo II , but the top-selling list was 
entirely dominated by consoles and handhelds. 

Former PC giants like Sierra, Broderbund and Origin had already 
been sold in the late 90s, and the harsh climate of the early 00s saw the 
demise of Interplay, SSI, Westwood Studios, DreamForge, Infogrames, 
MicroProse, Acclaim and the 3DO Company, among many others. 

EA and Activision acquired many of these, further consolidating 
their position as rulers of the US market, while others had no choice but 
to close their doors and declare bankruptcy. Many analysts weaved grim 
prophecies about the “Death of PC Gaming” at the time, and while PC 
games didn’t die, they definitely suffered in the 2000s. 

In Japan, Square would merge with Enix and become Square Enix, 
a attempt to fight the ever-increasing development costs. Even on the 
hardware side things were getting tighter, with 3dfx suffering from 
bad decisions and being acquired by Nvidia, leaving the graphics cards 
market as the duopoly between ATI and Nvidia that stands to this day. 

One of the biggest changes happened in the console market: SEGA 
left the fight with heavy losses after the consecutive failures of the Saturn 
and the Dreamcast. But a new challenger, Microsoft, rose in its place. 

The first successful US console since the Crash of 1983, the Xbox 
would have a major impact in the industry. Culturally and geographically 
close to Western developers, the Xbox was the gateway for companies 
eager to try their hand in the blooming console market. To ease them in, 
the Xbox (a contraction of “DirectX Box”) was designed from the start 
so that veteran PC developers could easily understand and work with it. 

Signalling the start of a new era, the early 2000s was a time of change, 
and companies either adapted or died. 




Trends: 


Casual Games: The Internet proved itself the “killer app” for PCs, finally providing 
the perfect reason for every house to own a computer. Now people with no previous 
background in games or technology had access to one - and they were playing! PC titles 
like The Sims and RollerCoaster Tycoon were massive hits among casual gamers, but even 
bigger were online communities like Neopets , Habbo Hotel and Club Penguin , as well as 
browser games like Travian , Bejeweled and several hidden object games. 








Neopets is a virtual 
pet website that 
was launched in 
1999 and quickly 
grew popular, 
reaching 35 million 
users in 2005. 


The Dot-com Bubble: This is a tangential subject, but key to understanding the 
insecurity that loomed over the early 2000s. With the birth and popularisation of the 
Internet, several companies appeared out of nowhere and made billions, such as Yahoo, 
Amazon and Google. Many tried to follow, creating online companies as a sure-fire path 
to quick money. When the bubble burst in 2000, countless companies went broke, money 
vanished and investors became weary of technological “gold mines” - such as video games. 



The NASDAQ index 
spiked in early 
2000, fuelled by 
speculation over 
online companies, 
then fell sharply. 


Handheld Consoles: After Pokemons success revitalised the decade-old Game Boy, 
Nintendo started to quickly develop new handhelds. The Game Boy Colour came in 1998, 
followed by the Game Boy Advance in 2001. While these were successful, their big hit was 
the Nintendo DS, released in 2004 and to date the best-selling handheld console of all 
time. In 2004 Sony also released its PlayStation Portable - the PSP -, starting a rivalry that 
continued with their successors, the 3DS and the short-lived PS Vita. 



All Nintendo DS 
models combined 
have sold over 
150 million units, 
making it second 
only to the PS2 in 
popularity. 



The PlayStation 2 is released. 
It dominated the 2000s and 
became the best-selling video 
game console in history, with 
over 155 million units sold. 


2000 



The Sims is a surprise hit, 
selling 12 million units 
and dethroning Myst as the 
top-selling PC game. As a 
whole, The Sims franchise 
sold over 175 million copies. 



The GameCube was a bet on 
“family-friendly” consoles, 
but the lack of third-party 
games made it struggle. 

It sold 22 million units. 


2001 



Bejeweled is released, at first 
as a browser game. Later it 
would get multiple ports 
and sequels. A success with 
casual players, the series has 
over 150 million downloads. 



The Xbox was Microsoft’s 
entry into the console wars. 
It would revolutionise the 
gaming scenario in the US 
and sell 24 million units. 


2002 



Grand Theft Auto III takes 
the world by storm, selling 
14 million units across all 
platforms, popularising 
open-world sandbox games 
and leading to a new debate 
over video game violence. 



Facebook is launched. Initially 
only for students, it opened 
up in 2006 and became the 
world’s largest social network, 
with over 1.8 billion users. 


2003 



AMD creates the first 64-bit 
processors for home use, 
allowing for PCs to use more 
than 4GB of RAM. By 2005, 
AMD and Intel would also 
introduce new multi-core 
desktop processors. 



World of Warcraft is released 
and becomes the standard for 
MMOs. It peaked at 12 million 
subscribers in 2010, but 
remains extremely popular. 


2004 



Half-Life 2 brings in an 
innovative physics engine 
and a more cinematic 
approach. It also comes with 
Valve’s newly released Steam 
and leads to popular mods, 
such as Garry’s Mod. 


259 































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to 



X 



Warren 
Spector began 
planning Deus 
Ex in 1993, first 
under the title 
Troubleshooter at 
Origin, than later 
as Junction Point 
at Looking Glass 
Studios. The 
game only took 
off when John 
Romero invited 
Spector to join 
Ion Storm and 
"make the game 
of his dreams". 


Not only will you 
have to choose 
how to spend 
money mods and 
upgrades, but the 
inventory itself 
offers limited 
storage, forcing 
you to pick your 
gear wisely. 


I ’ll start with a confession: I didn’t play Deus Ex 
until many years after its release. And, even after 
I discovered it, I was skeptical at first. After all, its 
an unattractive game with drab aesthetics, awkward 
animations and uneven voice acting. 

The first steps taken and first shots fired feel 
clunky, and there’s a gentle irony about how a game 
featuring brilliant AIs has NPCs that routinely run 
into walls like mindless wind-up toys. And yet, like its 
powerful nano-augmentations, Deus Ex has a habit of 
getting under one’s skin and staying there. 

I first tried Deus Ex out of historic curiosity, but 
its dusty appearance belied a game that was (and still 
is) vibrant and fresh. An immersive sim developed by 
former Looking Glass employees, the game has much 
in common with classics like 7h/e/and System Shock, 
yet Deus Ex remains one of a kind. But pinning down 
exactly why it’s so compelling and relevant isn’t easy. 

You may have heard fans talk about the game’s 
player agency - the freedom to do things your way. 
To my mind, however, this freedom is just one of 
many features that contribute to what distinguishes 
Deus Ex most: its verisimilitude. 



Despite its low fidelity and awkward character 
AI, I have never played a game in which the player’s 
presence in a virtual world feels this authentic. Hub 
areas such as Hell’s Kitchen and Hong Kong are 
rich microcosms. These places may seem small in 
comparison to open-world games, but they are dense 
with detail in the form of secrets, newspapers and data 
cubes to discover and study, as well as inhabitants that 
philosophise, ask for your help, try to manipulate you, 
and take note of your actions. 

The game’s unmatched reactivity makes these 
characters seem real. Rather than ignoring your 
agency until some Big Binary Plot Decision like most 
games, the denizens of Deus Ex will react to your most 
minute actions and comment on the places you visited, 
the problems you solved and the manner in which you 
solved them, the people you met, killed, or let live. 

The scale and complexity of the main missions’ 
maps is often mind-boggling; the plethora of ways 
to move through them almost overwhelming. You 
can blow up a door and go in, guns blazing; pick a 
lock and sneak inside; stack crates or use your jump 
augmentation to reach a high window or roof; crawl 
through twisting systems of vents; hack security 
panels to turn the enemy’s robots against them, etc. 

Affordances depend on your character build and 
inventory. Skill points are awarded for completing 
objectives or finding secrets and can be invested in 
weapon handling, hacking, lock-picking, swimming, 
and more. Augmentation canisters target specific 
body parts and offer a binary choice: do you want to 
move quietly or quicker? Do you want to hit harder 
with melee weapons or lift heavy objects? These 
augmentations can then be levelled up, allowing 
further specialisation, while weapon mods can add 
scopes, increase accuracy or reduce recoil. 


260 











"Deus Ex was conceived with the 
idea that we'd accept players as our 
collaborators, that we'd put power 
back in their hands, ask them to 
make choices, and let them deal 
with the consequences of those 
choices. It was designed, from 
the start, as a game about player 
expression, not about how clever 
we were as designers, programmers, 
artists, or storytellers." 

- Warren Spector, 
Deus Ex's project director 



From small 
environmental 
details to side 
characters that 
comment on 
your actions and 
grow as the game 
progresses, Deus 
Ex's world feels 
alive and real. 


Replaying the game with different augmentations 
and skills will show you new and surprising facets of 
familiar places, yet, unlike spiritual successors such 
as Dishonored , these decisions never restrict you to 
either a stealth or combat-only playstyle. Instead, your 
choices allow for new and interesting approaches to 
each individual obstacle. 

The missions you undertake and places you 
explore are meaningfully embedded in a world and 
story no less rich than these individual spaces. As 
J.C. Denton, valuable asset of UNATCO with his 
superior nano-technological augmentations, its your 
task to untangle a web of conspiracies and lies in a 
world suffering from widespread terrorism, political 
oppression and a mysterious plague epidemic. Despite 
its bleakness, Deus Ex deals neither in moral absolutes 
nor cynicism. Instead, it offers an uncommonly 
differentiated world where the lines between good 
and evil are present but contested. 



Instead of just offering dialog choices, Deus Ex reacts to 
player's actions, shaping the narrative around them. 


Your enemies retain their humanity, and the 
motivations of allies are never above suspicion. 
Gunther Hermann, struggling against his outdated 
augmentations, is a brilliant example of effective 
characterisation through broad strokes. And if you 
wish to go deep, you can read and discuss political 
philosophy, religion, history and transhumanism. 

The games central themes of paranoia, hunger 
for power and thirst for knowledge are not only talked 
about, but also evoked by the gameplay itself. World, 
story and mechanics mesh elegantly, and playing 
the game is an all-round cerebral and coherent 
experience. Deus Ex is a vibrant masterpiece that not 
only achieves what few games - then or now - dare to 
attempt, but also makes it seem easy. Al 

Mods: 

The Nameless Mod: A long and elaborate campaign, 
featuring great level design and two separate storylines. 

A great experience, even if the setting is a bit silly. 

2027: A fan-made prequel to Deus Ex , very faithful in 
terms of gameplay, exploration and setting. 

ZODIAC: An excellent set of six missions where you play 
as Paul Denton, uncovering the games mysteries. 

Deus Ex: Nihilum: Another great fan-made campaign. 

GMDX: An award-winning mod that enhances the AI, 
graphics, augs, skills, perks and difficulty, while staying 
as faithful as possible to the original game. 

Deus Ex: Revision: Similar to GMDX , but it takes more 
“liberties” with its gameplay changes. Available on Steam. 

HDTP/New Vision: Two mods that update the games 
graphics. They are featured in both Revision and GMDX. 

Shifter/BioMod: Two rather controversial mods that 
make radical rebalancing and gameplay changes. 


261 





















*The Enhanced 
Edition of 
Baldur's Gate II, 
released by 
Overhaul Games 
in 2013, adds 
new content, 
wide-screen 
support, bug 
fixes and 
new ports. 


B aldurs Gate II: Shadow of Amn for me was 
more than a game; it was an unforgettable 
journey throughout the world of Faerun that 
came alive before my eyes, with friends and villains 
with believable yet interesting and unique histories 
and personalities of their own. It was my first CRPG 
ever, and one that I fell absolutely in love with. 

BG2 continues the story of the first game, but 
you can skip BG1 if you wish without losing much. 
Set in the Forgotten Realms, rich in detail and history, 
you assume the role of Gorion’s ward, one of the many 
offspring of the deceased God of Murder, Bhaal. 

The story unfolds as your unique heritage draws 
the attention of a powerful mage, Irenicus, whose sole 
motive is to “unlock your power” for his own use. I 
loved how the villains true nature is cleverly disguised 
with his seemingly unemotional nature in the 
beginning and his powerful dialogues are delivered 
with masterful voice acting which blew me away. 

Ultimately, the story of BG2 is a personal one: 
a journey of discovery and the protagonists struggle 
against their own nature, mirrored by the villain. 


Dream sequences 
allow you to 
interact with the 
villain, offering 
insight into 
his views and 
atmosphere to 
the game. 



Naturally, it is fitting that your companions play 
a huge role in BG2 , influencing your decisions as you 
bond with them throughout your journey. The NPCs 
are extremely well-developed, with their own unique 
quests, personality and banter with you or with each 
other, which was the biggest improvement compared 
to its predecessor. Each NPC will remember their 
previous conversations with you and react to your 
decisions accordingly, allowing you to be their friend 
or enemy, or even start a romantic relationship. This 
is the part I enjoyed the most in BG2 ; it was such a 
satisfying experience, to get to know them, help them 
develop and even save their soul. 

Most of your companions can be found within 
the city of Athkatla, which functions as your base of 
operations in the early game, where you are given 
freedom to explore and experience the city and other 
neighbouring regions. Athkatla is a delight to explore; 
each part of the city is well fleshed out, populated by 
townsfolk of different statuses or professions. While 
it outwardly appears that the city is co-governed by a 
merchant council and a sinister group of mages, there 
are other powerful organisations that play prominent 
roles and soon you will find yourself caught amidst 
their struggle over control of the city. You also have 
the chance to increase your standing within Athkatla 
through the stronghold quests which vary depending 
on your player character’s chosen class. 

During your journey, you’ll find a wealth of side- 
quests; so much that you might feel overwhelmed 
at times. Most of the quests are varied, well-written, 
and often incorporate puzzles, ranging from simple 
riddles, to elaborate plots with you playing the role 
of a detective - for example, one has you attempting 
to prove your sanity by answering riddles in order to 
escape from a prison where mental “deviants” are held. 


262 












"I have two primary memories 
from the Baldur's Gate days. 

The first is the horror of crunch. 
Shadows ofAmn was an enormous 
game with so many characters, 
plots, items, spells and places that 
it took a lot of work and passion 
to get that beast out the door. 

That leads to the second memory: 
creative fulfilment. I think the stars 
aligned for Baldur's Gate II in a way 
that they probably won't again. We 
had a finished engine that allowed 
us to focus on content rather than 
basic functionality." 

- James Ohlen, 
Co-lead designer of Baldur's Gate II 



Your quests will take you to many different places 
in Faerun - from a pirate island, a beautiful Elven city, 
the Underdark (where the most fearsome and terrible 
creatures reside) - or even to different planes. 

You will encounter interesting and often hostile 
inhabitants of the places you visit, which adds variety 
and fun to combat. You will have to come up with 
different tactics to survive some tough battles. Just one 
misplaced spell can make a battle extremely difficult 
as some spells affect not only your enemies, but your 
companions or even innocents in the area - and you 
will have to deal with the deadly consequences! 

Magical combat is engaging and strategic, 
involving more than just blasting targets with fireballs, 
and the high-level cap means you’ll see some of the 
most powerful spells AD&D has to offer. Mages often 
have layers of protection spells which will need to be 
dispelled, and will turn invisible or even stop time 
itself to prepare a devastating attack on your party. 



The great artwork and item descriptions add a lot to the 
game, and the Ul is easily one of the best among RPGs. 


Of course, your mages have the same abilities, 
and making best use of the limited number of spells 
they can cast per day can turn a nasty beating into a 
thrilling victory. 

For the non-casting classes, there is a huge 
range of weapons available. The majority of weapons 
come with their own history and lore (or sometimes 
humorous conversations!), which are often interesting 
and fun to read. There are also a number of legendary 
weapons which can be forged using parts found 
during your journey - most of the time it’s well worth 
it to hunt for these parts! 

Baldurs Gate 2 is one hell of a journey; there is 
so much to experience, so much to see, it is hard to 
describe it all using words alone - you will have to 
experience it for yourself! By the end of your journey 
through both Shadows of Amn and the Throne of 
Bhaal expansion, you will be as eager to share your 
experiences with others as I am. SN 

Mods: 

Baldur's Gate Trilogy-WeiDU: An excellent fan-made 
alternative to the Enhanced Edition , it combines both 
Baldurs Gate games into one vastly improved game. 

Sword Coast Stratagems: An elaborate tactical/AI 
mod that makes combat really challenging. 

Spell Revisions: Fixes and balances the game’s spells. 

Ascension Mod: Created by David Gaider, one of the 
game’s designers, this mod aims to make the ending 
more satisfying, adding new content and challenges. 

Big World Project: A massive compatibility guide on 
how to install over 500 mods for BG without issues. 
Comes with a handy automatic setup tool. 


Baldur's Gate 2 
uses the Infinity 
Engine, featuring 
gorgeous isometric 
graphics and real- 
time-with-pause 
combat. 


BG2's game 
manual is an 
attraction by 
itself, spiral- 
bound and 
262 pages long, 
describing all 
the 298 spells 
in the game. 


263 















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■ 



o 


The first chapter 
of Siege of Avalon 
was released 
in April 2000 as 
shareware, while 
later chapters 
were regularly 
made available 
for download at 
$9.95 each. 
The final one 
was released in 
June 2001. 


The game prides 
itself on being 
text-heavy. 
Your character 
himself writes a 
detailed journal 
describing his 
adventures. 


The inventory 
is arguably the 
game's best part. 

There are 12 
layers of armour, 
and you must 
manage defense, 
movement 
restriction 
and damage 
absorption. 



Y ears before Telltale Games became famous for 
its episodic adventure games, a small studio 
called Digital Tome created Siege of Avalon, an 
“Episodic Computer Game Novel” told in six chapters. 

The game is set in a generic fantasy world, but 
under unusual circumstances: you’re trapped inside 
a massive castle under siege. And despite being an 
Action RPG, the focus here is on the characters and 
story. Or at least that was the initial concept. 




As you start the game, you’ll choose between 
three classes: Fighter, Scout and Magician. Instead of 
levelling up, you earn training points which can be 
used to increase stats and skills or spent with trainers 
to purchase spells and special passive bonuses. 

The first chapter starts slowly, but is intriguing. 
As a lowly peasant trying to learn the fate of your 
brother, you’ll explore the castle, meet its many 
inhabitants and trade favours until you’re given some 
answers, enemies appear and the killing begins. 

Combat, however, is the game’s worst part. 
Enemies are mindless, path-finding is non-existent, 
luck is far too important and there are huge balance 
issues, such as archers dealing absurd amounts of 
damage. You can later recruit up to two AI-controlled 
companions, but they are equally stupid and easily 
killed - permanently! As such, combat is usually won 
by employing cheesy tactics and many, many reloads. 

This wouldn’t be such a big problem in a story- 
focused game, but, after a good start, Siege of Avalon 
loses its bearing and becomes a combat-focused title. 
Chapter 2 is just a dull dungeon crawl inside a cave, 
Chapter 3,4 and 5 are optional and focus on one class 
playstyle each (but aren’t exclusive) while Chapter 6 
is the final showdown. They’re all mostly just combat. 

There are satisfying moments, such as sneaking 
into the enemy’s camp to spy, hunting rare gear and a 
few branching quests, but it’s all buried under hours of 
frustrating combat and excessive backtracking. Worst 
yet, the initial tension of living under siege quickly 
vanishes and NPCs become souless quest-givers. 

Siege of Avalon s concept was great, but its glaring 
flaws and lack of focus made it a hard sell, especially at 
a time when people still weren’t used to episodic games 
- or buying them online. And it surely didn’t help that 
Diablo II came out right after SoA’s first chapter. FE 







































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M ight and Magic VIII tells of two doomsday 
stories. The players in-game goal is to thwart 
Escaton, an ancient planeswalker intent on 
destroying the world. However, the games flaws and 
rushed production schedule were early signs of another 
tragedy - the bankruptcy of New World Computing and 
its new parent company, 3DO, just a few years later. 

The third Might and Magic title in less than three 
years, MM8 would be the last game to use the ageing 
MM6 engine, sporting an updated UI but few changes 
to the graphics or gameplay of its predecessors. 

The biggest difference is how party composition 
works: instead of managing a fixed party, you create 
a single main character at the start of the game, then 
hire up to four additional NPCs to fill out your ranks. 
Unfortunately for min-maxers, the initial attributes, 
skills and appearance of these hirelings cannot be 
customised without a save editor. 

While previous games kept to a mostly generic 
fantasy setting with some sci-fi elements, you now go 
to Jadame, a continent populated by monstrous, albeit 
well-meaning races. For instance, in the starting area, 
Dagger Wound Island, you find yourself defending a 
town of friendly lizardmen from human marauders. 
Additionally, many traditional classes such as Archer, 
Paladin and Sorcerer are replaced by Dark Elves, 
Vampires, Necromancers and even Dragons! 

However, the games new party system presents 
some balance issues: a few overlevelled hirelings can 
be obtained at an early stage in the game, and Dragon 
characters are powerful enough to trivialise much 
of the games content - they require no equipment, 
breathe fire and can learn to fly, carrying the entire 
party on their backs! On the other hand, some of 
the new classes are underwhelming, offering little to 
differentiate themselves from previous M&M classes. 


New World Computing tried to give more focus 
to storytelling, but the plot itself is not that interesting 
and there’s no sense of urgency. Mid-game you’re asked 
to make some choices when forming an alliance, but 
they ultimately don’t make much of a difference. 

While it’s not the strongest entry in the series, 
Might and Magic VIII is still a good game that scratches 
the same itch as MM6 or MM7 - a fan of those games 
would most likely enjoy this one as well. DH 




As in MM6 and 7, 
GravFace's patch 

fixes bugs and 
adds features 
like mouselook, 
while the Choose 
Party mod allows 
you to start with 
any party setup 
you wish, and 
it's great for solo 
players as well. 


The interface was 
improved upon 
previous games, 
but the graphics 
remained mostly 
the same, looking 
outdated next 
to other games 
released in 2000. 


Party size was 
expanded to five 
characters, but 
now you only 
create one at 
the start-the 
others must be 
recruited. Yet, 
despite being 
pre-made, these 
characters have 
little personality. 


265 


























Blizzard still 
provides 
support for 
Diablo II, 
and in 2016 
they patched 
it to run better 
on modern 
computers. 


Diablo II took 
the concept of 
magical items 
from roguelikes 
and expanded it, 
creating the now- 
famous coloured 
rarity tiers. 


R eleased in June of 2000, Diablo II was the 
highly anticipated sequel to the successful PC 
Action RPG, , Diablo. All that anticipation 
was well-rewarded, as Diablo II delivered a massively 
expanded experience of the original game, including 
five new character classes (seven, with 2001s Lord of 
Destruction expansion,) and numerous features which 
became ubiquitous to Action RPGs, such as Skill 
Trees and the coloured Item Quality tiers (white for 
common, blue for magical, yellow for rare, etc.). 

Diablo II was a tremendous success, selling more 
than 10 million copies across the early 2000s. It was 
a pioneer of online multiplayer, taking advantage of 
Blizzard Entertainments popular Battle.net service. 
It also introduced an entire generation to the niche 
roguelike genre, and to the concept of procedural 
generation, an idea which has become massively 
popular in contemporary games. 

Like many iconic games that came out of the 
1990s, the Diablo series was born of the collision of 
multiple genres - mainly roguelikes and early Action 
RPG titles like Ultima VIII: Pagan. 




In the early 1980s, the cult game Rogue radically 
reinterpreted the RPG genre. Rather than trying to 
recreate the massive possibility space of tabletop RPGs 
like Dungeons & Dragons , Rogue sought to strip them 
down to just a few core ideas. Plot, towns and NPCs 
were all removed or greatly reduced so that the player 
could immediately start exploring a procedurally 
generated dungeon. An entire sub-genre sprang up 
from this model, in which players challenge an endless 
variety of dungeons, dying suddenly, dying often, and 
sometimes finding an amazing piece of treasure. 

In the mid-1990s, Diablo creators David Brevik, 
Max Schaefer and Erik Schaefer set out to create a 
roguelike, but design compromises crept in almost 
immediately. Their publisher, Blizzard, told them that 
their game had to operate in real time - serendipitously 
giving Diablo the frantic combat for which it is known. 
The designers also added other non-traditional 
elements to its roguelike core, such as character classes 
and multiplayer support. The result of all these design 
compromises is a strange and beautiful game, part 
roguelike, part hack-and-slash, and entirely addictive. 

Diablo II represents a refinement and expansion of 
the original Diablo. All of the same core ideas reappear, 
but the UI and core loop are streamlined. Virtually 
every part of the game is greatly expanded, as well. 
Instead of four dungeons spanning 16 levels, Diablo 
II features dozens of sprawling dungeons, taking place 
across five large “acts”. Instead of a few dozen unique 
items to find, the loot tables contain hundreds of them. 
The frantic action of the first game reappears, as players 
hack their way through thousands of monsters and five 
extra-tough, unique bosses. Multiplayer returns, and 
raises the party size from four to eight players. Indeed, 
multiplayer is the place where the real magic of the 
game happens. 


266 












"We used the term 'kill/reward' 
to describe our basic gameplay. 
Players continually kill monsters 
and get rewarded with treasure and 
experience. But the rewards don't 
stop there. We offer a steady stream 
of goals and accomplishments to 
entice the player to keep playing. 
There's always a quest that is 
almost finished, a waypoint almost 
reached, an experience level almost 
achieved, and a dungeon nearly 
cleared out.'' 

- Erich Schaefer, 
Dioblo ll's project and design lead 



Diablo ll's classes 
go beyond the 
classic Warrior, 
Mage and Thief 
trifecta, with 
Paladins enhanced 
by powerful auras 
and Necromancers 
that can summon 
armies of minions. 


Diablo II was on the forefront of a new wave in 
RPG design. The game takes players through five acts 
and three difficulty settings. For casual, mainstream 
gamers this amount of content is plenty. But, for the 
truly devoted, the real game begins only after the 
player beats the final boss on the hardest difficulty. 

Loot is procedurally generated, augmented by 
hundreds of rare, unique equipment pieces, meaning 
the game can go on indefinitely. Even to this day, 
Diablo II fans still spend hundreds - or even thousands 
- of hours online with their friends, killing bosses and 
clearing endgame levels. They search for the best and 
rarest items, or the even rarer runes, which can be 
assembled into equipment so powerful (and so full of 
new, strange abilities) that it can change the experience 
of the game entirely. And if a player s sorceress finds a 
few pieces of high-end barbarian gear, that player can 
trade it - or decide to play a barbarian, gaining a fresh 
perspective on the game. 


In this, Diablo II prefigures the kind of long 
endgame that would become the norm in World of 
War craft and many other MMORPGs. A veteran player 
will spend far more time playing max-level content 
than they will in getting to that point, and only a very 
small group will ever get up to the character level-cap. 
The endgame of Diablo II recalls the ultra-hardcore 
roguelikes the developers enjoyed, especially Angband 
and Moria. Yet, it still allows for more casual gamers 
to squeeze some extra enjoyment out of the endgame 
without having to commit to weeks of repetition. 

The best judgment that a reviewer can offer about 
Diablo II is simply to echo history’s own judgement. 
It introduced an entire generation of players to both 
the hack-and-slash RPG and the roguelike. If the sales 
figures and continued enthusiasm for the game are 
any measure, the game has something in it for every 
kind of player. Most games cannot say the same about 
one genre, let alone two. PNH 



Inspired by Civilization ll's tech trees, Diablo II created 
skill trees, providing three specialisations to each class. 


Mods: 

Back to Hellfire: Aims to recreate the experience of the 
original Diablo , changing classes, skills, music, etc. 

Le Royaume des Ombres: A huge, total modification, 
it offers a new world to explore, new skills, quests, 
monsters, crafting recipes and over 2,000 new items. 

Hell Unleashed: Enhances the game, increasing the size 
of dungeons, adding new tougher enemies and making 
boss fights more complex. 

Median XL: One of the most popular Diablo II mods, 
it completely change the skills, adds various new 
monsters with reworked AI and new unique items, 
plus “uberquests” and challenges for veteran players. 


267 



















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Christof and 
an ally battle 
Cappadocians 
inside the 
catacombs 
of medieval 
Prague. 



V ampire: The Masquerade Redemption has 
always been overshadowed by its big brother, 
Bloodlines. It might not be the best CRPG 
ever, but its still a bloody good game. With a small 
team, Nihilistic Software was able to build beautiful 
environments and a compelling story. 

While convalescing in medieval Prague, a young 
French crusader called Christof Romuald falls in 
love with one of the nuns taking care of him. His 
overzealous attitude leads him straight into conflict 
with local vampires and paints him as a worthy 
candidate to undeath. Turned into a vampire by the 
Brujah, a clan of warrior-philosophers from ancient 
Carthage, our hero wanders through Prague and 
Vienna by night to save his lost love and prevent the 
awakening of an ancient wicked vampire. Halfway 
through the game, Christof is projected through 
time and awakes on the Eve of the New Year 2000 in 
London to end his quest. 

The story itself is simple and extremely straight¬ 
forward but the unique setting created by White Wolf 
is well-explained and keeps its density. 


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A few occasional choices are given to the player, 
but they don’t change much and only impact on 
the ending. Through the two time periods, three 
companions will join Christof on his desperate quest. 
Entertaining and diverse, they will comment on every 
place and every character encountered by distilling 
interesting tidbits about Vampires universe. 

While the Timeskip doesn’t really change 
anything gameplay-wise (except the weapons, the UI 
and the characters), the cultural shock felt by Christof 
is pretty entertaining to watch. Putting aside the cheesy 
love story, the cast and the writing are good enough to 
keep your attention. Strangely enough, self-conscious 
humour is also present and works pretty well. 

Aficionados of the original pen-and-paper 
game felt deeply betrayed by Redemptions gameplay. 
Indeed, while the profound political nature of the 
vampires is quickly established, the game is exclusively 
based around combat. Redemption plays as a deeply 
narrative Diablo- like. Love it or hate it, but there is no 
way to avoid it. If you accept it, it is an entertaining 
and original experience. 

On the surface, Redemptions gameplay is very 
similar to Diablo : click on enemies until extinction, 
get loot, rinse and repeat. The vanilla formula changes 
quite a bit once you become a vampire. Your PCs have 
three bars: life, blood and frenzy. By draining humans 
(or enemies), you get blood which allows you to heal 
yourself and fuel disciplines - vampire magic. If your 
blood bar gets low, your frenzy rises up, making your 
character prone to enter a state uncontrollable rage. 

Those simple facts become matters of life and 
death in combat as a simple fight can turn into a 
total party wipe with thirsty characters. Vampire 
weaknesses, such as sunlight or fire, can make things 
go south pretty fast. 


268 









"The game is scaled back from 
the very early designs (as any 
game is), but storyteller mode 
was not something that we would 
have considered cutting. This was 
something that we wanted to 
introduce to the RPG world, and 
there's no better property for this 
type of moderated gameplay than 
Vampire: The Masquerade." 

- Ray Gresko, 
Redemption's project lead 



Storyteller 
mode allows 
for multiplayer 
campaigns 
controlled by a 
human GM, in a 
throwback to the 
tabletop games. 


Every vampire gets basic disciplines (such as 
feeding) but also more exotic ones linked to his/her 
clan. In Redemption , there are more than ten of those 
and each one unlocks up to five different powers. 
You get wolf form, fireballs, invisibility, summoning, 
celerity, cauldron of blood, etc. Combinations are 
pretty fun, and tailoring the disciplines used by your 
characters usually ends up being as important as the 
weapon they use, maybe more. 

Items and enemies are pretty varied: swords and 
spiked maces turn into guns and flamethrowers in the 
modern era, each class of weapons affecting enemies 
differently. Non-vampiric enemies range from humans 
and ghosts to other monstrosities from the World of 
Darkness - the Werewolf probably being the nastiest of 
all. While the game isn’t very difficult, bosses are tough, 
usually spamming high-end disciplines and draining 
most of your resources. 



The game offers a wild variety of powers, armour, 
weapons and companions, both medieval and modern. 


The polarising gameplay aside, Redemption 
succeeded in offering a nice atmosphere through a 
coherent art direction. Graphics have aged well, except 
the blocky-handed characters, and offer a nice vision 
of the World of Darkness. Sound design is creepy as 
hell and the soundtrack is fantastic. Composed by two 
different artists to follow the story’s division, music is 
probably one of the best in the genre. The medieval 
bits are dark and dreary while the modern elements 
rely on techno and rap vibes. 

Only experienced by a few people, Redemptions 
multiplayer was extremely original. More than a year 
before Neverwinter Nights , it tried to recreate the 
tabletop experience with an omnipotent storyteller 
as a host. The storyteller could change everything 
in the multiplayer sessions: add monsters, props, 
give experience points, etc. Unfortunately, only two 
scenarios were built within the core game and no user- 
friendly toolkits were given to the players. 

Redemption is a schizophrenic game using a 
well-thought-out universe and a compelling narrative 
to promote a Diablo variation. It is definitively a good 
game and is worth a look. If you manage to bypass 
the boring tutorial dungeon, then you will definitively 
enjoy yourself. TR 

Mods: 

The Age of Redemption 2014: Allows you to play 
the game’s single-player campaign in multiplayer. 

Within the Darkness: A huge mod that attempts to 
be more faithful to the source tabletop game. 

More mods can be found at: www.planetvampire.com 


269 











At the right of the 
screen there are 
eight slots where 
you can assign 
combos, even 
mixing spells and 
melee attacks. 


The interface is 
overdesigned 
and looks very 
confusing, but it's 
easy to use once 
you're used to it. 


W ith its isometric perspective, real-time 
combat, simplistic character system and a 
cliche story about a Chosen One, its easy 
to dismiss Soulbringer as a yet another Diablo-c lone. 
You couldn’t be further from the truth, however. 

While combat is real-time, it isn’t anywhere near 
the frantic click-fest you’d expect from an Action 
RPG. It actually strives for the very opposite - to 
make its melee combat as tactical as it can. 




Each weapon has up to five possible attacks, that 
differ in a variety of areas like speed, reach, damage 
type, etc. You can also combine those attacks into 
combos, presumably tailored for different enemy 
types. In fact, you are encouraged to do so, as it’s only 
while performing a combo that your character can 
dodge or parry. 

Attacks are also aimed at different body parts - 
or, more precisely, different height levels, as the game 
takes the attacks’ trajectory and elevation into account. 
Unfortunately, elevation seems to be the game’s 
Achilles heel, as the AI, while quite competent in 
other areas, just can’t understand it properly. This 
manifests in a variety of ways - from some very weird 
path-finding, to enemies not noticing you two steps 
from them, to other enemies wasting all their spells 
on a bump separating them from you. 

Combat isn’t the only area where Soulbringer 
tries to innovate. Its magic system has spells divided 
into five standard elements which have associated 
skills that grow with use. However, those skills 
provide you not with spell power, but with protection 
from said element - up to the point where enemy 
spells start to actually heal you. The trade-off is, of 
course, decreasing the skill with a subsequent element 
- water takes away from fire; fire from spirit; etc. 

In its less innovative areas Soulbringer is also 
quite solid. Its story is well-developed and fairly 
non-linear, if somewhat cliche and not without a 
bit of signature French weirdness. Level design is 
competent, with plenty of nooks and crannies to 
explore and adventure-style puzzles to solve, and 
visuals, while obviously dated, are quite atmospheric. 

So if you’re able to turn a blind eye to the AI 
quirks, you’re in for a very enjoyable and unique RPG 
experience. VK 


270 





























T he original Grandia , released in 1997 for the 
SEGA Saturn (and later the PS1), is often listed 
among the best JRPGs of all time, thanks to 
its light-hearted story, the challenging, puzzle-filled 
dungeons and, above all, its combat system. 

While most JRPGs use turn-based combat systems 
derived from Wizardry and Dragon Quest, the Grandia 
series has an entirely new system, where battles happen 
in real time, but follow an initiative order. During 
battle, a gauge displays the order characters will act, 
as their icons travel from left to right through three 
phases - Wait, Command and Act. 

During the Wait phase characters will, well, wait. 
As each character reaches the Command phase, you’ll 
give them an order and they will execute it at the end 
of the Act phase - with each type of action requiring a 
different amount of time to be executed. Not only does 
it feel dynamic, but both the player and the enemies 
can use attacks and skills to delay their foes’ actions 
- or even cancel them all together, if timed correctly. 

Grandia II, the only game in the series ported to 
PCs, further improves the combat system by featuring 
a fully 3D combat area. Now characters must move 
close to their foes to attack, making position and 
speed play a big role when timing your actions. 

Unfortunately the whole system feels underused, 
as the encounter design is quite poor and battles are 
very easy. You characters all have multiple powerful 
attacks, vast pools of mana and bags full of items, 
overpowering most obstacles - even boss battles. 

Grandia II puts you in the shoes of Ryudo, a 
young mercenary hired to protect a priestess during an 
exorcism ritual. Things go bad, the girl gets possessed 
and they both set out on a journey to save her soul. It’s 
a good premise, with a few memorable characters and 
plot twists - but also many cliche JRPG tropes. 


While it’s an entertaining title, Grandia II lacks 
the impact of its predecessor. The plot works well and 
will please JRPG fans, but the main attraction here, 
the excellent combat system, is wasted on easy battles 
and boring enemies. Overall, the game stands more as 
a curiosity than a solid recommendation. 

If you’re interested in the combat system, be sure 
to take a look at its recent copycats: Child of Light and 
Penny Arcades Precipice of Darkness 3 and 4. FE 




Grandia ll's 
excellent 
soundtrack 
was composed 
by Noriyuki 
Iwadare. 

A few of the 
game's releases 
came with an 
additional CD 
of his music. 


Grandia ll's 
dungeons are 
very simple and 
straightforward, 
even displaying 
a compass that 
points the way 
out. Enemies are 
visible on the 
map and can be 
easily avoided. 


The initiative gauge 
at the bottom 
corner shows the 
order and stage 
of the character's 
action. Attacking 
someone during 
their ACT phase 
can interrupt them. 


271 
















Breath of 
Fire tv's 
Windows port 
was released 
only in 2003 
and can be 
hard to run on 
some modern 
computers. If 
you're having 
issues, try 
using DxWnd . 


The game's 
narrative is split 
between Ryu's 
adventures and 
Fou-Lu's story 
offering a heavy 
change of tone. 


T he Breath of Fire series began back in 1993, 
gaining a lot of popularity among JRPG fans 
in the SNES and PS1 eras. It then faded away in 
the 00s after Breath of Fire V: Dragon Quarter , a highly 
controversial (and innovative) tactical RPG designed 
around dying and restarting multiple times. 

Every game in the BoF series follows a similar 
formula: a silent protagonist named Ryu - who can 
transform into dragons - runs into a cast of colourful 
anthropomorphic characters and embarks on an epic 
adventure. However, Breath of Fire IV adds a novel 
element: a parallel plot where you play as Fou-Lu, a 
powerful ancient warrior who awakens from a long 
sleep to retake his throne as Emperor. 

While the story can be predictable sometimes, 
especially the way Ryu and Fou-Lus fates intertwine, 
it still offers a few surprises (some quite grim). 

The graphics go in the opposite direction of 
most PS 1-era games, featuring animated 2D sprites 
over 3D environments. This allows players to rotate 
the camera 360° - which can be used to find hidden 
items, but is quite troublesome in dense areas. 



At first glance, BoF4’s combat is standard JRPG 
fare, but it has quite a few unique characteristics. Only 
three characters fight at the front line, but the other 
characters stay in the back, recovering magic points. 
You can instantly switch their positions, juggling the 
party during combat to adapt to various situations. 

This is especially important due to the combo 
system, which allows you to chain attacks to create 
more powerful spells - e.g. casting an Earth spell and 
a Fire spell results in the mighty Eruption spell. 

Speaking of magic, characters can acquire new 
skills from enemies. When you defend certain attacks, 
there’s a chance that character will learn to use them. 
But there’s a catch: each skill can only be “equipped” 
by one party member at a time, so you’ll have to 
choose who can make the most out of it. 

Another interesting aspect is how many enemies 
have “gimmicks” to them, such as shields that must 
be broken, immunities to certain elements and even 
pacifist enemies that help you if you don’t attack. 
Some foes can also change forms when hit by certain 
attacks - a haunted tree stump will catch fire and 
become more powerful when hit by fire spells. 

Character customisation is also deep, especially 
for a JRPG. You can assign your characters to train 
under 12 masters hidden across the game. Each one 
teaches new skills, offers a powerful passive bonus 
and, most importantly, changes the stat growth on 
level-ups, allowing you to customise your party. But 
beware - some masters may decrease defence or HP, 
turning your characters into glass cannons. 

Each master must be found before agreeing to 
teach you, and they often demand certain feats to be 
performed, such as dealing more than 1500 damage, 
chaining a 12-hit combo, donating all your money or 
finding a secret treasure. 


272 
















There are many masters your characters can train under, 
each offering new abilities and stats change at level-ups. 



The first hours are very linear, but after a while the map 
opens up and you can freely travel between regions. 




Each new area usually presents a unique challenge, which In combat the three front characters act while the back 

can either be quickly solved or fully explored for treasures. ones rest, but you can instantly switch their positions. 


Side-goals like those help to hide the linearity 
of the game. The first few hours are straightforward, 
but it opens up after a while, allowing players to freely 
explore the (somewhat small) world, revisit locations 
and engage in numerous mini-games. 

These range from fishing, loading crates and 
serving food to captaining a ship and races across the 
desert. There’s even a mini-game where you manage a 
village of fairies, ordering fairies to gather food, chop 
trees, build houses and shops - like a simplistic RTS -, 
which unlocks new equipment for sale and even more 
mini-games to play inside said shops! 

Oddly, these serve a bigger purpose, as you gain 
Game Points for performing well at the mini-games, 
and these are used to evolve Ryu’s dragon forms. 

All this is mostly optional, as BoF4 is designed to 
offer a pleasing pace, always fresh and free of grinds 
or halts. Dungeons are a good example: they are quick 
to explore and usually feature a unique mechanic or 
puzzle, which can either be solved quickly to proceed 
or throughly explored in exchange for extra loot. 


Judging Breath of Fire IV is complicated. In the 
context of the Breath of Fire series, it falls a bit flat next 
to the excellent previous games. Some characters are 
memorable, but the world feels dull and a lot was cut or 
streamlined, from the dragon forms to the dungeons 
complexity and even the overall game length. 

However, on its own, BoF4 is a solid game that 
adds some twists to the traditional JRPG formula and 
keeps the pace always flowing, never overextending 
its stay. The narrative split between two points of view 
is also a novel feature that makes it stands out, even if 
it surely could’ve been explored more. 

Sadly, the Western releases suffered censorship, 
with a few scenes removed. Other details were also 
altered: Scias, the dog-like samurai, is an alcoholic in 
the original - so drunk he can barely speak - but the 
translations made him a simple stutterer instead. 

Still, being chronologically the first game in the 
series and the only one available on PC, Breath of Fire 
IV is an easy recommendation to JRPG fans - just be 
sure to check the rest of the series later. FE 


Breath of 
Fire I Vs story 
was adapted 
into a manga 
by Ichimura 
Hitoshi, 
released 
in 2008 only 
in Japan. 


273 



















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Evil Islands: 
Lost in Astral is 
a stand-alone 
expansion to 
Evil Islands , 
released in 
2006 by Matilda 
Entertainment. 

It was very 
poorly received 
in Russia and 
never released 
in English. 


Combat can be 
very difficult, as 
a lucky critical hit 
from an enemy 
can kill a character. 

Since death is 
permanent for your 
companions, you'll 
reload often. 



L ike their earlier games, Rage of Mages 1 and 2, 
Nival’s Evil Islands is an RTS/RPG hybrid 
(or “Role-Playing Strategy”, as they called it), 
this time leaning more towards the RPG side. 

The game opens with Zak, our protagonist, 
waking up amidst ruins on a mysterious island. 
Having no recollection of his past, armed only with 
a simple bronze dagger, he sets off to discover what 
happened to him. He soon comes across a village 
whose residents, awed by his metal dagger, proclaim 
him to be the Chosen One foretold by legend. 

The tutorial area does a good job of explaining the 
mechanics behind Evil Islands - the combat system 
is real-time-with-pause, with a heavy emphasis on 
stealth. There are several kinds of movement: walking, 
the default normal speed; running, which quickly 
drains your stamina; sneaking and crawling, both of 
which conceal you from most enemies - provided 
you don’t get too close to their line of sight. Moving 
stealthily also allows you to perform devastating 
backstabs, essential for taking out solitary guards and 
more powerful foes. 



Many quests in the game hinge on you sneaking 
past enemies that can kill you in a few hits, so taking 
note of their positions and patrol routes is the key to 
victory. However, this doesn’t mean the game is all 
about evading fights. When attacking, you are given a 
choice of targeting specific body parts: the head gives 
you a big damage bonus, but is the most difficult to 
hit; the torso is easier to hit but does little damage; 
the arms decrease attack and the legs decrease speed. 

Health and stamina - used both for running as 
well as magic - regenerate over time and increase as 
you gain XP by defeating enemies and completing 
quests. The game use a classless character system, 
where XP is used to buy skills, ranging from melee, 
archery, magic, to speeding up health regeneration, 
seeing better in the dark, being able to carry more 
weight, etc. There are three levels to each skill, and 
when you purchase one, all the other skills will 
increase in cost, so it’s important to plan out what 
kind of character you want to build. 

Evil Islands features a robust crafting system that 
will allow you to create your own gear and spells from 
schematics and keystones. The quality of equipment 
created depends on what kind of materials - bought or 
gathered from defeated creatures - were used in their 
construction. Crafted items can also be permanently 
enchanted with spells, such as Haste or Night Vision. 

The Spell Maker allows you to alter the effects 
of spells, such as empowering them by adding runes 
that will give them extra duration and extra range, or 
changing them to only target enemy units, at the cost 
of making them harder and more expensive to cast. 

Unlike many RPGs where you’re soon drowning 
in gold, money remains an issue up until the very end, 
so making use of custom-made items can be vital, 
especially if you are playing on the harder difficulty. 


274 









"Rage of Mages taught us one 
important thing: that we tried to 
pack it equally with both role- 
playing and strategy elements 
but found out that many people 
thought of the game as 'a man 
between two chairs, which didn't 
have enough of either in it. As a 
result, we learned that we should 
stress one element, e.g. role- 
playing, and enhance it with several 
elements of other genres, which 
would make its gameplay innovative 
and more immersive/' 

- Dmitry Zakharov ; 

Evil Islands' lead designer 



Quests will often 
send you to 
deal with much 
stronger enemies. 
You'll have to steal 
items from them 
or sneak past them 
-something rare 
in RPGs. 


Evil Islands’ world is divided into several large 
and interconnected areas. They reset every time you 
leave them, but some actions - such as killing a key 
NPC - are permanent. The trick is that you can only 
change equipment and party members, craft or level up 
between areas, so you’ll have to prepare yourself before 
heading out, then later head back to reap the rewards. 

Over the course of the game, you will visit three 
distinct islands in search of your identity - primitive 
Gipath, snowy Ingos and desert-covered Suslanger. 
Each island also offers several companions that might 
join you, up to two at a time. Just beware that they won’t 
follow you between islands and can die permanently. 

While role-playing options are very limited, the 
quests are varied and involve, for example, stealing a 
Lizardmen holy relic, killing off a Cyclops’s pigs so he 
will leave the area, charming a dragon to clear out a 
nest of harpies for you, stealing a foreman’s ledger so 
you can blackmail a trader, and many more. 



The core gameplay centres around acquiring quests in town 
and then travelling to their specific areas to complete them. 


This is helped in no small part by the quaint 
writing - characters all speak in an over-dramatised 
manner, and behave as if they are in a 1980s cartoon. 
The voice acting is generally quite good and fitting, 
with the unfortunate exception of the main character, 
whose overenthusiastic and strange delivery will 
probably soon start to grate on your nerves. 

The graphics are clear and distinguished- 
looking, feature a dynamic weather system, day-and- 
night cycle, wounds that are visible on the character’s 
model and tracks left behind by enemies so you can see 
which direction they are heading. Overall, it still holds 
up today. 

Even when released, there were objectively 
better RPGs than Evil Islands. While there is nothing 
revolutionary, it offers a vast, enjoyable world to explore, 
many hours of gameplay, a challenging combat system, 
and, most importantly, a fun-loving adventure when 
games could still be whimsical without being ironic. VL 



Evil Islands also has a multiplayer mode, which allows you 
to create a hero and do random quests with five friends. 


275 
































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Despite having 
the same name, 
and setting, the 
game bears no 
relation with 
R.A. Salvatore's 
The Icewind 
Dale Trilogy 
novels staring 
Drizzt Do'Urden. 


You'll visit many 
unique locations, 
from slave pens 
and a cursed 
fortress to a 
gnome village 
and a giant 
magical tree. 



P laying a CRPG based on Dungeons & Dragons 
is reason enough to make me smile. That’s 
exactly the case with Icewind Dale , member of 
a great Infinity Engine family of outstanding games. 

It’s impossible to talk about Icewind Dale without 
mentioning the Baldurs Gate series. I first played 
IWD days after finishing BG and BG2 , two games that 
completely changed my criteria and forged me as a 
gamer. Believe me, playing a good game shortly after 
experiencing two of the best games of all time makes 
a lot of difference. But make no mistake, despite being 
eclipsed by Baldurs Gate II, which was released in 
the same year (and by Diablo II, released on the exact 
same day), Icewind Dale manages to hold its own. 

The game employs an enhanced version of the 
successful Infinity Engine - sporting some impressive 
areas and enemies - makes thoughtful use of the rich 
Forgotten Realms lore and offers players a full party 
to customise. The campaign lasts from 60 to 80 hours, 
with a new random loot system encouraging replays 
and an elaborate story gracefully ornated by Jeremy 
Soule’s soundtrack - one of the best in gaming. 



Instead of customising the main character and 
playing the role of Bhaal’s child (like in Baldurs Gate), 
Icewind Dale gives you the opportunity to create and 
customise your entire group of adventurers - again a 
party of six characters. This apparently simple change 
has a deep impact on how the entire game flows - 
sometimes for better, others for worse. The best thing 
is the freedom to combine any classes and races you 
want - for more strategic players, this is heaven. And 
come on, isn’t it fun (and challenging) to play with an 
entire group of spellcasters? 

However, there’s a trade off. To offer this level of 
freedom the designers sacrificed the personal touch 
of playing a bigger role with the protagonist. Since the 
entire party plays the main role, there’s no room for a 
single character stand in the centre of the storyline. 
Plus, the fun of finding new companions and trying to 
make them happy is also gone. Of course, this doesn’t 
ruin the game at all, but is something to be aware 
of. The game is clearly more focused towards dun¬ 
geon-crawling, and works beautifully in this regard. 

The game’s journey takes place at the eponymous 
Icewind Dale, a sub-arctic region on the northernmost 
part of the Sword Coast. It’s located near the Spine 
of the World, a massive mountain range known as a 
cold, deadly and evil-creatures-infested place. Your 
party begins in the city of Easthaven, where you join 
an expedition to investigate some strange happenings 
in the eastern city of Kuldahar. 

It doesn’t take long for the first of many 
unpleasant surprises: the expedition is ambushed 
by Storm Giants, who create an avalanche that kills 
the entire company, except for the player’s party. The 
path back to Easthaven is blocked, forcing the party 
to venture forth to Kuldahar and start the main quest, 
given by Arundel, an Archdruid. 


276 







"Icewind Dale was fantastic for me 
because I had somehow stumbled 
into my dream job. I didn't know 
anything about CRPG development, 
but I knew more about AD&D and 
the Forgotten Realms than anyone 
outside of TSR/WotC should. 

We didn't have any leads on the 
original title, so we sort of just... 
did things... with Chris Parker [the 
game's producer] telling us when 
we were being dumb." 


- Josh Sawyer, 
Icewind Dole's designer 



Icewind Dale 
focuses heavily 
on dungeon¬ 
crawling, with 
huge multi-level 
areas and over a 
hundred unique 
enemies and spells. 


Arundel is the first “mentor” found in the game, 
an important character responsible for almost every 
quest in the early chapters of the storyline. You’ll also 
come across other interesting characters, like Revered 
Brother Poquelin, the demon Yxunomei and the 
Tempus Priest Everard. 

Overall, the Forgotten Realms lore is very well 
explored and, for D&D fans, it’s incredibly delightful 
to travel between locations. Some places I just loved, 
like the Severed Hand - not every game let you visit a 
cursed ruined fortress that represents an unsuccessful 
alliance between elves and dwarves. 

The Heart of Winter expansion was released a 
few months later, sending players to stop a barbarian 
horde led by an undead warrior. The expansion 
added a few new features, such as the “Heart of Fury” 
difficulty setting, designed for hardcore players, and a 
few rule tweaks inspired by the 3rd edition of D&D , 
which had just been released. 



Icewind Dale doesn't have recruitable NPCs - instead, it 
tasks players with creating a full of party of six characters. 


While Heart of the Winter was well-received, fans 
complained its campaign was too short. So Black Isle 
released Trials of the Luremaster, a free downloadable 
expansion. A radical departure from the icy regions, 
it sent players to solve the mysteries of a large haunted 
castle located in the Anauroch desert. 

What stands out as one of the highlights of Icewind 
Dale is the excellent choice of locations and also the 
way the game makes you travel between interesting 
places, exploring an amazing region of Faerun. 

That’s the main reason for me to play Icewind 
Dale again. But it’s far from the only reason why you 
should play it - the teams at Black Isle and Bio Ware 
were like the mythic King Midas: everything they 
touched was transmuted into gold. AO 

Mods: 

Icewind Dale Fixpack: Fix various bugs that weren’t 
addressed by the official patches. Highly recommended. 

Icewind Dale Tweak Pack: Contains a series of small 
changes, from cosmetic details like hiding helmets to 
various rule changes and new ease-of-use features. 

Widescreen Mod: Allows resolutions over 800x600. 

Unfinished Business: Restores content that was cut 
from the game, including dialogue, quests and items. 

Audi's Bane: Adds a lot of new content, such as spells, 
items, creatures, AI scripts, stores and a new quest. 

Item Upgrade for Icewind Dale: Allows you to upgrade 
some of the items in the game, like in BG2. 

Icewind Dale in Baldur's Gate II: A conversion 
project that allows you to play Icewind Dale using 
the more popular Baldurs Gate II engine. 


In 2014, Beamdog 
released Icewind 
Dale: Enhanced 
Edition, a remake 
of the game 
for modern 
computers, with 
new features, 
widescreen 
support and 
an iOS port. 


277 














Summoner 
was a launch 
title for the PS2 
and was later 
ported to PC 
and Mac. Its 
2002 sequel, 
Summoner 2, 
only came out 
for the PS2 and 
GameCube. 


Combat is real- 
time-with-pause, 
but based around 
timing your 
mouse clicks and 
key strikes to 
chain attacks. 


Each character 
has a variety 
of attacks and 
spells, but 
some also have 
unique skills, 
such as Joseph's 
summoning and 
Flece's sneaking 
and lock-picking. 


T he first RPG developed by Volition - known 
today for their Red Faction and Saints Row 
series Summoner is rather obscure and 
forgotten for a variety of reasons. The game has 
long loading times, awkward combat, flawed AI, 
unfinished and unbalanced systems and not exactly 
impressive graphics. However, the setting, story and 
soundtrack reward you for getting through the long 
and clunky introduction. 




The game takes place on two different continents: 
Medeva (inspired by medieval Europe) and Orenia 
(reminiscent of China/Japan of the same period). 
Instead of creating yet another Tolkien-inspired fantasy 
setting, Volition tried to create its own, and while certain 
races and designs resemble the familiar concept, the rest 
of the lore remains rather original, which motivates you 
to explore the world and learn about its history, events 
and everyday lives of its characters. 

Summoner s story is centred on a young farmer 
named Joseph. Nine years after accidentally destroying 
his home village and promising to never use his 
summoning powers again, Joseph is living a peaceful 
life in the village of Masad. However, Orenian troops 
attack the village in search of a boy with a mark of a 
summoner. With his attempt to escape the village and 
find his old friend, Yago, begins Josephs saga, filled 
with enough twists to keep you entertained until the 
final credits. Even if the story provides some genuine 
“Eve seen this before” moments, it uses them wisely and 
sometimes pulls off rather unpredictable situations. 

Even though the game is very linear and doesn’t 
offer a lot of choices (which makes it feel like a JRPG 
sometimes), it offers surprisingly good side-quests. 
Some require thinking outside the box, and quite a few 
lead to additional lore details, surprising outcomes and 
hilarious situations, so don’t hesitate to take your time 
and explore the world around you. 

And last, but not least, Summoner moves away 
from traditional fantasy RPGs by replacing orchestral 
scores with an exciting electronic soundtrack. 

If you can look past the exploitable combat 
system, poor AI and a number of annoying bugs, then 
give Summoner a chance. Its unique setting, interesting 
story, inspiring soundtrack and well-designed side- 
quests will pay off any frustration. ZZ 


278 










W hen D.W. Bradley, the architect behind 
Wizardry V-VII y left Sir-Tech and formed 
his own company, Heuristic Park, the 
first thing he released was Wizards & Warriors , his 
preemptive response to the upcoming Wizardry 8. 

Both games are very similar in many ways - 
strong, traditional class-based character building, 
an open world full of dungeons to explore, quests to 
perform, characters to interact with and phase-based 
combat. The differences are in the details, but those 
details are what make these games. 

The game's dungeons are excellent, some of the 
best ever designed and certainly far better than any 
in Wizardry 8. There are so many memorable and 
cleverly designed areas, some favourites being the 
Serpent Temple, Shurugeon Castle and the Boogre 
Lair (which features a thrilling prison breakout). 

The combat, a mix of turn-based and real-time, 
is a fantastic answer to Wizardry 8 s unbearably 
cumbersome, fully turn-based phase system. You 
can freely act or walk around and enemies’ turns will 
happen concurrently. For everyone who's ever gotten 
frustrated with Wizardry's painfully slow battles, 
Wizards & Warriors will be a revelation. 

The most frustrating quality of the game is its 
world structure. The game presents large, non-linear 
areas that the player is free to explore as they want - 
until you end up where the game doesn't want you yet. 
Wizards & Warriors gates off huge areas until you've 
progressed far enough in the story to enter them, 
similar to how the Grand Theft Auto games play, a big 
step back from Wizardry VlTs fully open world. 

The other major issue lies not in the game itself, 
but in the difficulty in getting it to run on modern 
computers - several steps are necessary, including 
re-encoding its video files. It begs for a re-release. 


Regardless, with great combat and level design, 
a satisfying class and character customisation system 
(earn advanced classes by performing quests - 
why don't more games do this?) and a compelling, 
whimsical world with charming characters, it’s at least 
as good as its nearest neighbour. 

Don't overlook Wizards & Warriors just because 
Wizardry 8 gets all the attention - you’ll be surprised 
at how frequently Wizardry gets shown up! ES 




Imvrrfbi 


Getting the 
game to run 
on modern 
PCs is a bit 
tricky. Install 
the Unofficial 
Patch, the 
Town AVI 
Fix and use 
dgVoodoo2 . 


The excellent 
combat system 
blends turn- 
based actions 
with real-time 
movement, being 
both tactical and 
fast-paced. 


There are ten 
races and four 
basic classes to 
create your party 
from, plus 11 
hidden classes 
you can unlock 
by completing 
certain quests 
or acting in a 
certain way. 


279 

































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Sir-Tech couldn't 
find a publisher 
for Wizardry 8, 
so they made an 
exclusivity deal 
with EB Games: 

the game was 
only sold at their 
stores, which 
severely limited 
its reach. 


Wizardry 8 offers a 
rarely seen depth 
in its character 
creation, and 
its personality 
system makes the 
custom characters 
more unique and 
memorable than 
many companions 
in modern RPGs. 



T he release of Wizardry VII in 1992 was a high 
point for the series, but also the beginning of 
Sir-Techs downfall. Andrew Greenberg, one 
of Wizardry's creators, sued the company over unpaid 
royalties - and the aftermath was chaotic. 

Sir-Tech closed down and reopened in Canada, 
while David W. Bradley left the company. A Wizardry 
sequel started to be developed in Australia under the 
name Stones of Arnhem, but the project got cancelled. 
They then tried to diversify, publishing titles such as 
Armed & Delirious and the Realms of Arkania series, 
as well as creating Nemesis: The Wizardry Adventure 
(1996) - a mediocre multimedia Adventure/RPG that 
was Wizardry in name only. Things kept going badly, 
and by 1998 Sir-Tech was nearly bankrupt. They closed 
their publishing branch and kept working on two games: 
Jagged Alliance 2 and a new, fully 3D Wizardry game. 

The concept of a 3D Wizardry game - without its 
original creators or Bradley - seemed doomed to fail. 
Worse, the game was delayed for years, unable to secure 
a publisher. Sir-Tech was so starved for funds that they 
added in-game ads: every time you close Wizardry 8 , 
an ad for Falcon Northwest Computers appears. 



Somehow, despite all this, Wizardry 8 is amazing. 
You start by creating a party of six characters, using an 
upgraded version of Wizardry VII's already excellent 
system. With 11 races, 15 classes, 40 skills and over 
100 spells, it allows for countless party builds. It also 
removed the need for dice-rolls - you just pick a race, 
a class and then assign stats and skill points. 

But what really sets character creation apart is 
the personality system. RPGs like Baldurs Gate allow 
you to pick voices for your characters, but Wizardry 8 
offers 36 personalities to choose from - such as Loner, 
Kind, Burly, Chaotic, etc. You can, for example, make 
an Eccentric Samurai Elf that talks in third-person, as 
if he was the narrator of the story. And he’ll act that 
way during the entire game, reacting to battles, events, 
areas, deaths, etc. - all fully voiced! It’s an amazing 
solution to allow custom yet memorable characters. 

Once the game starts, you’ll see that Wizardry 8’s 
transition to 3D was similar to Might and Magic Vis : 
the party now moves freely across a large 3D world and 
enemies are visible in the distance, yet the game still 
plays like a “blobber”, with the party moving as a single 
unit. However, there’s now a formation system, which 
greatly affects combat - if you place all your fighters 
at the front, the party’s casters will be open to attacks 
from the sides or the rear. And that will happen often; 
true to its heritage, Wizardry 8 is unapologetically hard. 

The first few hours, where you create your party 
and explore the initial dungeon, are easily among the 
best starting hours in any RPG. The atmosphere is 
great, party banter is amusing, battles are challenging 
and the dungeon is filled with traps and secrets that 
feel natural in this new 3D presentation. 

Sadly, as soon as you step out of the dungeon into 
the infamous Arnika Road, the game’s biggest flaw will 
hit you right in the face: the filler combat. 


280 





















"We regularly sacrifice Wizardry 
virgins here at the office to test 
out new theories on them. Do they 
get it? Do they understand what 
we're trying to do? Is this easy for 
them or would it take 40 pages of 
a manual's help to comprehend? 

So far in our design, the game is 
clearly a Wizardry, believe me, 

Linda [Currie] and I would be super 
vocal if it weren't, but it does have 
new things, new touches, that 
people have wanted for years.'' 

- Brenda Romero , 
Wizardry 8's designer 





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The dialogue 
system is one 
of the richest in 
all RPG history. 
It's based on 
keywords that 
you can type in, 
factors in your 
reputations, 
allows you to 
trade, charm, 
steal or recruit 
NPCs and it's 
fully voiced. 


The games large, open world is connected by 
several roads and paths, crawling with monsters that 
not only respawn, but also scale to your level. 

Moreover, while the phase-based combat does a 
great job at updating the series’ formula, its animations 
are excruciatingly slow. Do not play Wizardry 8 without 
using mods to hasten the animations, or you’ll want to 
rage-quit every time a large group of enemies appear. 

These flaws, combined with a spike in difficulty, is 
why many players never managed to cross Arnika Road. 
A shame, as Wizardry 8 quickly recovers its brilliance. 

Your goal is to reach the legendary Cosmic Forge 
(a story that began back in Wizardry VI ), and this can 
be achieved by yourself or with the aid of some of the 
NPCs and warring factions that inhabit the world. 
Many quests offer multiple solutions, and the game’s 
rich dialogue system provides plenty of flexibility - you 
can even recruit friendly NPCs, expanding your party 
up to eight characters. Just remember that they each 
have their own personalities and objectives. 



Combat feels like a natural evolution of Wizardry, adding 
formations, movement and a much more agile interface. 


Wizardry 8 offers, but also demands, a lot from 
players - if you’re clever, you can form a large alliance 
or play as a double-agent; if you’re foolish, you might 
end up hated by everyone and be forced to fight your 
way through. It’s not easy, but it’s very rewarding. 

Th\is,Wizardry 8 was praised by critics and loved 
by old-school fans, but never got popular. Regardless, 
it was too late - Sir-Tech had dissolved. More than a 
commercial title, the game became a farewell to fans. 

For them, developers showed a great deal of care: 
you could import your party from Wizardry VII , 
starting in different areas depending on how you 
finished that game. It even ties loose ends for those 
who carried their party all the way from Wizardry VI - 
a game released over a decade earlier! 

While series like Ultima and Might and Magic 
ended on a sour note, Wizardry 8 is for many players 
the best entry in an already venerable series. It remains 
a lone star - no other RPG ever followed in its footsteps 
- but that only makes it shine even more brightly. FE 



Wizardry 8 gives detailed information to its players, with 
inventory, stats, spells and skills spread across four pages. 


Several mods 
for Wizardry 8 
were made 
using the Cosmic 
Forge tool . We 
recommend 
starting with 
the Wizardry 8 
Enhancements 

mod, as it fixes 
animation speed 
and improves the 
overall balance 
of the game. 


281 





















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3 

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3 

O 

X 


Anachronox has 
such striking 
storytelling that 
its cinematic 
director, Jake 
Hughes, later 
edited all the 
game's cutscenes 
into a two-hour 
machinima 
movie, named 
Anachronox: 

The Movie . 


Customising 
your characters 
comes down 
to the use of 
accessories and, 
more importantly, 
equipping 
MysTech, which 
provides unique 
and powerful 
abilities. 



I s uncontrollable babbling a viable combat option? 
Can a planetary object be a viable party member? 
Is male exotic dancing a reliable way to earn 
money in RPGs? How come one of the best Japanese 
RPGs was developed in the West? Play Anachronox 
and all of the above will be answered. 

Released by Ion Storm studios right after 
Daikatanas massive failure and Deus Ex's huge 
critical success, Anachronox never got the attention 
it deserved, despite the fact that its the second (and, 
sadly, last) great game developed by the studio. 
Designed and directed by Tom Hall, Anachronox is 
a story- and character-driven Adventure/RPG with a 
lot of humour, emphasis on exploration, and combat 
reminiscent of Japanese console RPGs. 

The game was built on the Quake II engine, 
which was already outdated by 2002 and the character 
progression system is nothing to write home about, yet 
somehow Anachronox is one of my most memorable 
experiences in gaming. 

Why is that, you ask? Because interacting with 
the world and its various characters is nothing short 
of delightful. 



As soon as I entered the universe of Anachronox 
I was swept into an unforgettable cyberpunk world, 
where danger, action and humour go hand-in-hand. 
The presentation and art direction are excellent. Areas 
ooze with atmosphere and variety. The camera work 
is exceptional and certainly groundbreaking for the 
time, while the moody electronic music offers some 
really memorable tracks. 

You play as Sylvester “Sly Boots” Bucelli, once 
a hotshot PI, now a down-on-his-luck drunkard, 
owing a big debt to the local crime lord. His only 
companions are his deceased secretary (digitised into 
a flying assistant, which also doubles as part of the UI) 
and a robotic sidekick without batteries. 

Trying to find a job worthy of his deductive skills 
(and to prove that he’s more than just a bum with a 
storage space for an office) he stumbles upon the elusive 
MysTech, a technology left behind by an ancient alien 
race. Along the way, Sly will meet a grumpy old man, 
a heretic scientist, an old flame, an alcoholic ex-hero 
and other, even more exotic characters. 

The writing is brilliant, with enough science- 
fiction discussions to spur my curiosity about the 
theories mentioned. More importantly, Anachronox 
is one of the funniest games ever created, but it 
knows when to break the chuckles up with its fair 
share of heart-wrenching tragedy. The game’s biggest 
accomplishment is that it manages to strike a sublime 
balance between humour, cyberpunk-noir intrigue, 
and dramatic space opera. 

From the start you feel part of a grand space 
adventure, where even the most improbable people 
and places are believable. The depth of the characters 
and lore are remarkable, especially for a game that at 
the same time manages to make you chuckle or laugh 
out loud every two minutes or so. 


282 












"I wanted to bring strong 
characters and a bizarre epic story 
onto the PC, really, a console- 
style RPG to the PC. I was strongly 
influenced by Chrono Trigger 
- a classic game. I wanted the 
characters to really have things 
happen that were important 
to them, and to create a new, 
consistent universe." 


- Tom Hall, 
Anochronox's creator 



Instead of random encounters, battles are all 
scripted and tied to a believable world. The combat 
system should be familiar to anyone who has played 
Japanese RPGs, with characters facing off against 
enemies on a separate field. There is a small bit 
of tactical thought involved, since movement is 
hindered by the limited size of the combat board. 

An initiative bar gradually builds up for each 
character and they can act once its full, just like the 
classic Final Fantasy ATB system. Possible actions 
include attacks, special skills or magic, the use of 
items, moving to a different spot on the board or, 
in some rare cases, manipulating the environment 
to your advantage. There is hardly any enemy AI to 
speak about, but it is still a great idea to protect your 
weaker characters. 

Outside combat, you explore the multiple worlds 
of Anachronox from a third-person view, interacting 
with its various seedy residents to receive information, 
quests and lots of verbal abuse. 



You'll come across several mini-games. Some are tied to 
skills, like lock-picking, but others are much more usual. 


As you gather more companions you’ll find out 
that each one has its own special abilities, which can 
be used in combat, quest-solving and uncovering 
secret areas. Lock-picking, hacking and aggressive 
jabbering are only few of the skills that will be at your 
disposal. These unique skills can be upgraded if the 
right trainers/means are discovered. 

Like any decent PI, you’ll also have to use your 
camera to photograph clues and evidence needed 
for your assignments. Anachronox is big and ripe for 
exploration and as you move on through the game 
you’ll eventually get access to space travel and other 
planets. The game offers a huge world with a lot of 
content and nary a dull moment. 

It is obvious that Anachronox was a labour of 
love, created under circumstances that allowed free 
reign of creativity and encouraged ambitious goals. 
It’s one of those unique games that takes you into its 
world and leaves a lasting impression. In conclusion, 
this is a fun experience you shouldn’t miss. GD 



Anachronox's writing manages to achieve a great mix 
of humour, drama, hard sci-fi and epic space opera. 


The combat system 
is heavily inspired 
by JRPGs, but 
places a great deal 
of importance 
on movement. 

For example, 
melee characters 
must move near 
enemies to attack. 


Anachronox's 
storyline ends 
in a cliffhanger of 
sorts, as the game 
was planned to 
be longer, but had 
to be cut due to 
time constraints. 

A sequel/expansion 
was planned, but 
the game's sales 
were poor. Tom 
Hall still often talks 
about returning 
to finish it. 


283 


















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A sequel to 
Arcanum 
was planned, 
titled Journey 
to the Centre 
of Arcanum. 

Inspired by 
Jules Verne's 
novel, it was to 
be created in 
Valve's Source 
Engine but 
Troika failed 
to secure the 
necessary 
funding. 


Combat is the 
weakest part 
of Arcanum. It 
can be fought 
in real-time 
or turn-based 
mode, using 
action points, but 
neither really 
works well. 



A rcanum , in my opinion, offers the most 
complete role-playing experience of any 
CRPG ever created. The breadth and depth of 
mechanics and content ensure that one playthrough 
just won’t be enough. Two or three wont cut it either. 

The diversity of character options is immense, 
not just at character creation, but through gameplay 
and dialogue choices throughout the huge open 
world of Arcanum. 

Creating a character in Arcanum is a very involved 
experience. The system is classless, so you won’t pick a 
class, but there are no fewer than eight races and over 
50 backgrounds to choose from, allowing you to tailor 
your character to very specific tastes and also getting 
the player into the role-playing spirit. 

The effects of backgrounds range from the minor 
to the extreme. If you just want to tinker a little or 
add some flavour to your character, you could be an 
apprentice to a shopkeeper or a halfling orphan for 
some minor bonuses and penalties. But if you want 
to go all in, you could be a supermodel, or an idiot 
savant or even a Frankenstein’s monster with huge 
bonuses and penalties across multiple stats and skills. 



When you’re finished creating your avatar, 
the opening cinematic plays. You are aboard the 
IFS Zephyr, a zeppelin on its maiden voyage from 
Caladon to Tarant, when it is attacked and shot down 
by two “strange flying machines” (i.e. planes) piloted 
by Ores. At the crash site, you talk to a dying gnome 
who gives you a silver ring and tells you to “find the 
boy”. You are then engaged by a fellow named Virgil, a 
recent convert to the Panarii religion, who claims you 
are the reincarnation of the ancient god Nasrudin. 
Virgil offers to accompany you to the nearby town of 
Shrouded Hills to meet his superior, and your journey 
through the world of Arcanum begins. 

Arcanum boasts a huge number of quests with 
several ways to resolve them, usually using the trio 
of solutions established by Fallout - combat, stealth 
and diplomacy. The complex character system adds a 
lot of depth here, as a beautiful elf in an elegant dress 
will have an easier time getting a murderer to confess, 
but an ugly mage can still try a charm spell, or even 
use necromancy to get a testimony from his victims. 

The world is massive and very open, with few 
gates to pass through. There are many optional 
locations scattered across the map to stumble upon, 
from altars of old and forgotten gods to ancient 
dungeons, hidden villages and a few easter eggs. 

A lot of smaller touches really add to the charm 
of Arcanum. For example, every skill in the game has 
an associated master. You’ll have to find them and 
often do a special quest for them if you wish to be 
trained. You will also see your own actions, or the 
consequences of them, as headlines of the Tarantian, 
the most popular newspaper in Arcanum. You’ll read 
and hear various rumours as well, that serve both 
as leads into obscure side-quests and as subtle hints 
about future areas and the game’s antagonist. 


284 

























"Leonard [Boyarsky], Jason 
[Anderson], and I had made character 
systems before, but, in the case of 
Arcanum, we wanted the system to 
reflect the setting. This meant that 
not only would there need to be 
magic spells and technological skills 
of some kind, but there would need 
to be a mechanic that measured the 
character's aptitude with each. We 
wanted the struggle between the 
magic and tech that was taking place 
in the world to exist within every 
character as well." 


- Tim Cain, 
Arcanum's project leader 
and lead programmer 



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Arcanum's world 
feels alive and 
believable, with 
issues being born 
out of political, 
economical, 
ideological and 
racial conflicts, 
not of "good 
versus evil". 


Arcanum's setting is quite unusual for a CRPG. 
It is high fantasy set during the Industrial Revolution, 
resulting in a widespread conflict - the dichotomy be¬ 
tween Magic and Technology This conflict is the lens 
through which much of the games content is seen 
and it is reinforced within the gameplay itself; your 
dwarven technologist might craft swords and pistols 
from scrap, but magic spells and potions aren’t going 
to have much effect on him; and your highly magical 
half-elf better learn to teleport, because he won’t be 
allowed to board trains anymore. 

The scope and scale of Arcanum is astounding, and 
so it’s hardly surprising that it was shipped somewhat 
unfinished and quite buggy. Combat suffered the 
most of any element because of Sierra’s demands 
that a real-time mode be implemented alongside the 
intended turn-based mode. As a result, combat is quite 
unsatisfactory and unbalanced, becoming a chore 
during some of the larger, combat-filled dungeons. 


On the bright side, Sierra did supply Troika 
with the talents of Ben Houge, who composed one 
of the most memorable, sophisticated and thoughtful 
soundtracks ever produced for a game. His string 
quartet pieces set a relaxed pace while managing to 
capture a sense of the grand scale of Arcanum. This, 
married with the 19th-century steampunk aesthetic, 
creates a thoroughly enjoyable atmosphere. 

Arcanum's greatest achievement is giving the 
player a real sense of agency. It is perhaps gaming’s 
greatest strength but so few games, let alone RPGs, 
deliver on it. There is conflict everywhere and you 
have the power not only to solve these conflicts, but 
to prey upon them or exacerbate them according to 
your desires and skills. 

More than any other title before or since, Arcanum 
showed us what CRPGs could be. Although it did not 
achieve all that it set out to achieve, the vision and 
ambition of Troika’s debut is remarkable. JM 




The character system is extensive, with various attributes, 
skills, schools of magic and technological disciplines. 


You'll find a wild range of items, from ancient magical 
swords to electrical top hats - all beautifully rendered. 


The Arcanum 
Multiverse 

Edition is a 
massive mod 
pack with 
some of the 
best fixes 
and changes 
made by fans. 
It's highly 
recommended, 
even for a first 
playthrough. 


285 










































Gothic supports 
widescreen 
resolutions 
without the 
need for mods, 
but you must set 
it directly in the 
game's .ini file. 


Combat is quick 
and deadly. You 
can perform 
front, left and 
right attacks or 
block. A trained 
fighter can also 
chain attacks 
together. 


G othic came literally out of nowhere in 2001, 
and, in my view, set a whole new standard for 
single-character hiking simulators, aka “The 
Piranha Bytes RPG”. Funny how the developers didn’t 
even label it as an RPG at its release. 

When talking about why Gothic was something 
fresh and unique when it was published, it’s definitely 
important to start with the setting and story, since it’s 
essentially “Escape from New York... with swords!”. 
You’re just a bloke, who’s nameless for all intents and 
purposes because nobody even lets you introduce 
yourself. You’re thrown into a prison mining colony 
surrounded by a one-way-entry forcefield, where the 
prisoners managed to rebel and take over the whole 
establishment. After that, you are beaten senseless 
(“baptised”) by a bunch of guards and left on your own. 

The premise in Gothic is a very good hook because 
it presents a mix of low-key matters with a fairly unique 
setting. It also manages to uphold that to the end, as 
even though bigger and more fantastical events start 
happening, your character’s only motivation is basically 
to get the hell out of the colony. 



The general writing style, which would stick 
with Piranha Bytes henceforth, also emphasised the 
dichotomy between the vulgar and the fantastical very 
well, as you’d be coming across various really colourful 
characters, who are, on the one hand, rather typical - 
pompous mages, brutal thugs, dumb peons -, but on 
the other, extremely believable and amusing. 

But Gothics biggest strength was not just showing 
you this strange prison colony, but also letting you 
visit its every nook and cranny. The world of Gothic 
was simply massive, as well as beautiful, with tons of 
places to check out, beasts to murder, secret caverns to 
penetrate and ancient tombs to raid. And above all, it 
was handcrafted, full of verticality and almost without 
barriers, so you could just go off and explore whatever 
you wanted - provided you could survive. 

And that was where Gothic was tricky, because 
surviving was a lot harder than in most games. You 
know it isn’t fooling around when your first opponent 
is a turkey that can horribly murder you in a few hits. 
And it was this ridiculous brutality that gave the game 
most if its unique charm. It simply didn’t cut you any 
slack. If you wanted to get somewhere, you had to 
work for it, and the simple thought that straying off 
the beaten path could mean certain death made every 
step into the wilderness something special. Especially 
at night. Through a forest. With no map. 

The key to thriving was to quickly get better 
gear, beg people to train you in combat and master 
the fighting system, which I consider one of the best 
ones in Action RPG history. At first it seems clunky 
and unresponsive, but, once you get accustomed to it 
and take on harder opponents, every fight becomes 
an adrenaline-pumping effort where every mistake 
could mean death. Various enemies would also fight in 
different ways, and force you to adopt new tactics. 


286 







"We wanted to create a living 
world, so we decided to make it 
small and interesting, rather than 
very large and boring. And instead 
of a bright fairy-tale atmosphere, 
we preferred to create a dark and 
gloomy setting. Combine these two 
things and you end up with a prison 
camp surrounded by a magical 
barrier." 

- Alex Bruqqemann, 
Piranha Bytes co-founder 
and Gothic's designer 



To succeed, you 
must not only 
work for the 
factions, but also 
earn the respect 
of individuals 
as well, so they 
might agree to 
help or train you. 


The final outstanding quality of Gothic was its 
character system and how it tied into the game and 
story themselves. Sure, you could gain massive XP 
from monsters and quests, but once you levelled up, 
essentially nothing happened. You only got a bunch of 
skill points that required visits to specific trainers that 
would teach you, but only to the best of their capabilities 
- if they even respected you in the first place. 

Furthermore, while your character started as a 
classless bloke, to actually acquire a specific class you 
needed to join one of the three very distinct factions, 
each of which had its own agenda and quests. Not 
only was this very neat because tying the levelling to 
the narrative was a nice throw-back to P&P RPGs, but 
also because it piled up many layers of choices and 
consequences. You might agree with one faction, but 
joining it will prevent you from learning something 
from another, or completing quests for the third, etc. 



Gothic allows you to climb on ledges, offering a level of 
verticality and exploration that few other RPGs provide. 


Id be lying if I said that I wasn’t not an obnoxious 
fan of Piranha Bytes’ RPG formula. I remember how 
amazed I was by the openness of the world, the feelings 
of seclusion and the brutality of the entire setting in 
just about all aspects when I played it for the first time. 
I also remember how glad I was when they took all that 
and made it even better in Gothic II. After that, both 
the series and the developer would start meandering, 
but, no matter what happened, it would never take 
away the first two games from me. 

And while the sequel very much improved 
everything from Gothic , skipping this one “because it’s 
the same but a bit less” would be criminal. Honestly, 
both games are just parts of one great whole, and you 
can’t have one without the other. DR 

Mods: 

Unofficial Patch: Fixes most of the few bugs left. 

Player Kit: A handy tool that allows you to run and 
manage Gothics mods. Required for some mods. 

Textures Patch: Offers higher resolution textures, 
mostly made based on Gothic II’s textures. 

Golden Mod: Restores cut content, adding alchemy, 
a few new quests, items and a new area, while also 
making the whole game less linear. Great for a replay. 

The Trial: Adds a new short adventure about a Count 
accused of massacre and allows you to recruit NPCs. 

Dark Mysteries: A fan-made expansion for Gothic , 
with new areas, quests, items, NPCs and features. 

Diccuric: A huge mod with an entirely new campaign 
and world, both about the same size as the original 
game. Uses improved graphics, taken from Gothic II. 


Gothic Reloaded is 
an ambitious fan 
project seeking 
to completely 
overhaul Gothic's 
visuals, new 
models and Ul. 
It's currently in 
development. 


287 











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An Xbox port 
and a sequel 
was under 
development, 
but Rebel Act 
closed down in 
2002 after weak 
sales. Former 
members founded 
MercurySteam 
and developed 
the Castlevania: 
Lords of Shadow 
series. 


The lighting 
engine remains 
impressive to 
this day a great 
accomplishment 
for a small 
independent 
Spanish studio. 



M ade by the Spanish studio Rebel Act 
Software, Severance: Blade of Darkness 
(also known as Blade: The Edge of Darkness) 
is an interesting hack-and-slash game, with a very 
strict sense of timing and a high difficulty, and which 
heavily relies on CRPG aesthetics and conventions. 

The story is pretty cliche but does the job: a dark 
god is going to escape from his prison and its up to 
you to put him back in his place, using the fabled 
Blade of Darkness. 

In a straight-up Gauntlet fashion, four characters 
are available, each having their own strengths and 
weaknesses. The Amazon is an extremely fast and 
nimble fighter who specialise in bows and lances, 
but she is also very frail. The Knight is a balanced 
character using a sword-and-shield fighting style, and 
can equip some of the best armour in the game. The 
sluggish Barbarian is a powerhouse using gigantic 
two-handed swords and has plenty of combos. Last 
but not least, the Dwarf is an unsinkable tank, but 
his lack of combos and his short reach make him the 
hardest character to master. 



On par with your health bar, your character 
possesses a power bar which depletes after each attack 
a la Dark Souls. The more powerful a weapon or combo 
is, the more energy it will consume. Coming from a 
very large bestiary (ores, demons, tainted knights), 
enemies are restless and wont go down easily. To make 
things worse, they use the same tactical array as you: 
blocking, poisoned weapons and deadly combos. 

Don’t be fooled by the hack-and-slash nature of 
the game; cautiousness and tactical progression are 
the only way to progress through the game. Tackling 
more than two enemies, even weak ones, at the same 
time is always a perilous task. Fortunately, you get 
a few edges to fight the relentless hordes thrown at 
you. Weapons start pretty weak but new ones can be 
picked up along the way. Every class of weapon offers 
different combos, so it’s always a good idea to keep 
a spare mace to crush skeletons, for example. Few 
ranged weapons are present but only the Amazon 
will find them useful, puzzles notwithstanding. 

Severance employs a lock-on system, similar to 
Ocarina of Time. You can dodge and block attacks, but 
range and durability are always an issue, so be careful. 
A few types of armour are hidden through the levels, 
making your character a bit harder to kill. A small 
inventory allows you to stock a handful of health 
and power-up potions for the most difficult passages. 
The RPG aspect is limited to a levelling up system 
automatically boosting your life, power and unlocking 
new combos. Levelling up also refills your life bar 
making it a godsend in the middle of a tense fight. 

Blade of Darkness is divided into a dozen of 
levels, with a first level specific to each character. The 
level design is so-so, with some levels being pretty 
labyrinthine while others are just a succession of arenas. 
Fortunately, the general aesthetic is much better. 


288 















"I didn't want a combat system 
that required button-mashing to 
defeat enemies, I wanted a system 
that could turn every fight into a 
test, where any enemy could be a 
challenge, where you couldn't 
advance without being cautious. 

I wanted feeling, not a simulation; 
something that could transmit a 
kind of adrenaline surge when you 
see an enemy approaching [...]" 

- Jose Luis Vaello, 
Severance's lead artist 



The combat will 
feel familiar to 
Dark Souls fans, 
but Severance 
adds combos, 
breakable shields, 
weapon throwing, 
mutilations and 
blood galore. 


The game will send you to very different and exotic 
places such as Arabic oases, abandoned fortresses and 
deep wilderness. Doors, gates and various mechanisms 
will always bar your way so you will spend most of the 
game looking for keys. Traps of all sorts are present at 
every corner and levels are extremely long, so saving 
often is always a good idea. 

Once the titular Blade of Darkness is acquired, 
you can either choose to proceed to the final boss’s 
lair or backtrack to previous levels. Indeed the magic 
weapon is weakened and its power needs to be 
unlocked by using eight runes, hidden through the 
entire game. Its better to keep a lookout for those 
early on because revisited levels are filled with high- 
end monsters. Collecting those runes will unlock an 
additional level and the true final boss. He is pretty 
tough, but at this point you should have seen worse. 

Beyond its tough-as-nails difficulty, Severances 
novelty at the time came from its use of lighting. 
Completely coded in Python, the game engine 
displays beautiful shadows and makes a clever use of 
light sources. Some levels, like the Knight’s starting 
level, offer a gothic and dreary atmosphere propelled 
by torches and eerie sound design. Fire can also be 
used to inflame wooden structures and solve a few 
puzzles, which is a pretty cool feature. 

The funniest thing about Severance , and one of 
its most marketed features, is the omnipresent gore. 
After a few exchanges, your character and the enemy 
alike will be covered with wounds and the ground 
repainted with litres of blood. Characters can be 
brutally dismembered, and you can then use the body 
parts lying around as weapons. It’s pretty satisfying 
and completely ridiculous at the same time. 


Mixing classic deathtraps of games like Dungeon 
Master with hack-and-slash mechanics, Severance was 
reconsidered these last years in light of the Demons/ 
Dark Souls series. While I doubt that there was any 
influence from either side, the parallel is interesting 
and made new players aware of Severances existence. 
Harsh but fun, as it definitively should be. TR 

Mods: 

Severance has a great community, that created various 
mods with new combos, levels, features and even added 
new game modes. Here are some highlights: 

BOD Loader: This exceptional mod manager makes 
installing and playing mods a cakewalk. 

Gladiator: A survival mode where you must fight 
increasingly powerful enemies. Highly customisable 
and replayable, with various maps. A must-play. 

Fugitive: An excellent multi-chapter campaign, has 
amazing level design and adds new RPG elements. 

Dwarf Wars: You must protect a large fortress against 
hordes of enemies, in a endless massive battle. 



The Blade of Light mod uses ENB to add some heavy 
post-processing. Pretty, but not for everyone. 


If you have 
an interest 
in mods, 
be sure to 
check Arokh's 
Lair, where 
Severance 
modders and 
fans still gather. 


289 















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The gorgeous 
illustrations 
featured in the 
game (such 
as the one 
above) are 
done by Brian 
Snoddy, who 
did numerous 
works for RPG 
books and 
card games. 


The writing 
in Geneforge 
is solid, and 
choices you'll 
face never 
have obvious 
answers. 


G eneforge, to me, is what an RPG game should 
be about. A nameless protagonist walks into 
the world, and chooses their destiny. Skills 
are built, alliances formed, enemies made. You can 
be the loyal ally, the backstabbing traitor, or simply 
slaughter everyone before you have a chance to decide. 
At the end, what you have is a personal experience, 
something built by the choices you have made. 

The first few steps in Geneforge did not grab 
my attention. Being from a small studio, the game is 
built with budget graphics, and the combat model is 
relatively simplistic. What first started to pique my 
interest was a well-crafted backstory. 

The main premise of the game is a world in which 
a ruling clan, the Shapers, uses magical (genetic?) 
techniques to build servants, and retain tight control 
over those powers with the premise that abuse would 
be deadly. This creates, in essence, a ruling class, with 
complete dominance over their sentient creations. 
The moral questions raised by this situation continue 
throughout the series, and to my dissatisfaction, is 
never resolved in black-and-white fashion. 



The combat, while simple, can play out very 
differently based on character build and skill choices. 
You can focus on combat skills, magic skills, or 
shaping skills. Shaping skills tend to be my favourite, 
as eventually your character ends up with a group of 
creatures that gain strength as they survive combat. 

Do you sacrifice the little guy, who has travelled 
with you from the beginning, in order to create the 
newest monster you discovered? Do you even care? 
While battles can get repetitive, there’s a nice feeling 
of the progression which I feel an RPG needs. As the 
games progresses, the battles will play out differently 
depending on your character build. 

Shaping is what differentiates Geneforge from 
a typical fantasy setting; you are creating and toying 
with life, and, as the series progresses, the story reveals 
a more technological approach to creating creatures. 
The “art” of shaping often blurs the line between sci- 
fi and fantasy. Shaping could be easily dismissed as 
another word for summoning, but regardless of the 
terminology, Geneforge allows for more control of 
“shaped” creatures than other games do. 

Shaped creatures consume a certain amount 
of energy from your character, and an experienced 
creature can be a valuable companion. The balance 
between the energy used for maintaining old creatures, 
creating new ones, and maintaining a reserve for spell¬ 
casting can be more strategic than the actual battles. 

This all sets the stage for a beautifully open- 
ended style of game. Your character, arriving on an 
abandoned island, meets different populations of 
humans and Shaper creations that have radically 
different views on the world of the Shapers. The world 
is yours to explore, at times limited by game events or 
necessary items, but mostly defined by the prowess of 
your character and the allies you have made. 


290 




















''The basic idea was that I wanted 
a game where you could make 
this horde of creatures to serve 
you, and care for them or let them 
get slaughtered according to your 
whim. I had to think of what sort of 
people could gain this power, and 
how they would treat it. And then I 
thought about how they would 
interact with the world around 
them, and, more importantly, how 
they would interact with the crea¬ 
tures they make. And that's where 
the plot came from." 

- Jeff Vogel, 
Founder of Spiderweb Software 



This, in my opinion, is where the game truly 
shines. Your choices, both in character build and NPC 
interaction, have tangible consequences in the game 
world. What is one players hometown is another’s 
enemy fortress. Do you consume power at all costs, or 
do you try to do what you think is right? All options 
are available, and power is yours for the taking if you 
are strong enough or cunning enough. The sense of 
power, as I mentioned earlier, is satisfying as your 
entourage of creatures grows, your magic gets more 
powerful, and your combat skills improve. 

The choices continue to lead up to the ending of 
the game. There are several endings possible, and not 
just of the “last-minute good or evil” type. Your choices 
throughout the game lead up to a set of ending slides, 
which describe the impact of your choices. Again, 
the game does not disappoint: “good” choices do not 
always lead to the outcome that you might think. 



Sucia Island is massive, and exploration is node-based. 
You'll have to search carefully to find hidden areas. 


For me, the first game was just a starting point 
of a wonderful series. What creator Jeff Vogel has 
done with this series is create a coherent story of the 
Shapers that spans all five games. There are highs and 
lows along the way, but taken in total they provided 
me with a wonderful experience, and a fantastic story 
of a strange world. 

Throughout the series, the choices continued to 
provoke my thoughts about the morality involving 
the control of power, and whether ends of containing 
deadly power or ending unjust slavery justify whatever 
means necessary. By the end of the five-game series, I 
had become attached to the world of the Shapers, and 
sad to see the journey end. 

The Geneforge games, like both Fallout and 
Arcanum , impress me as games where not only does 
the player explore the world, but the player shapes the 
world. BL 



Combat is turn-based and somewhat simplistic, 
but the enemy Al can often surprise you. 


You can use 
Shaper magic to 
create creatures, 
in whatever 
fashion fits your 
playstyle best. 


The Graphics 
Enhancement 

mod replaces 
Geneforge 's 
amateurish Ul, 
fixes graphical 
inconsistencies 
and updates 
some of its 
sprites. 


291 














































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If you're 
willing to try 
the game, be 
sure to patch 
it to version 
1.4 and install 
the Speed 
Control Utility . 


Combat includes 
features such 
as attacks of 
opportunity feats 
and even morale 
checks, but the 
slow speed and 
bad Ul remove 
most fun out of it. 


Even looting is a 
dull process, as 
items all look the 
same and rarely 
offer anything 
besides a small 
armour, stat or 
damage increase. 



S earch for the worst CRPG ever made and you’ll 
likely find Ruins of Myth Drannor. As Ubisoft’s 
attempt to ride on the success of Baldurs Gate , 
this infamous game promised to take the Infinity 
Engine formula forward by employing 3D graphics 
and the recently released D&D 3rd Edition ruleset. 

Plus, it was developed by a team of Gold Box 
veterans - titled and advertised as a fully turn-based 
successor to the beloved classic Pool ofRadiancel 




Sadly, excitement became disappointment when 
the game was released. You start by creating a party of 
four characters (two extra NPCs can later be added), 
but the D&D 3rd Edition rules are heavily defaced - 
you can’t play as Gnome, classes like Bard, Druid and 
Wizard are missing and the few skills and feats available 
are all automatically chosen based on your class. 

Set in the ruins of the long-lost Elven city of Myth 
Drannor, the game doesn’t have many role-playing 
options. It’s a combat-focused dungeon crawl, with 
some of the largest dungeon floors you’ll see. But while 
there are some nice outdoor areas later on, the game 
first forces you to explore extremely dull underground 
mazes, filled with hordes of the same few monsters. 

Combat is a decent translation of D&D , crippled 
by a horrible interface. You can’t see nor control the 
character’s path, the AI is unstable and there’s a short 
time limit on each character’s turn - a useful feature 
in multiplayer, but a sin in single-player mode. 

To make matters worse, the game plays glacially 
slow. Characters all take forever to walk, cast or attack (an 
undead group can take multiple minutes per turn) and 
you’ll spend hours slowly backtracking gigantic mazes 
with unreliable maps and even worst path-finding. 

Luckily, fans managed to create a handy mod 
to increase the game’s speed. With it, Ruins of Myth 
Drannor becomes an actually playable experience, 
and those desperate for a turn-based D&D dungeon 
crawl might even find some enjoyment here - if they 
can endure the sheer boredom of the initial dungeon. 

To crown its reputation, RoMD came with a wide 
range of bugs, including a legendary one: uninstalling 
the unpatched game could erase some of your system 
files, forcing you to reinstall Windows. 

Objectively, there are worst CRPGs. But few can 
rival the disappointment - or dullness - seen here. FE 


292 





















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H ave you ever imagined a cross between 
Quake and Pokemon? I bet not. And you 
probably also never heard of ZanZarah , an 
obscure German game about a teenage girl visiting a 
land of fairies. What these things have in common? 
Well, everything. 

In ZanZarah you play as Amy, who goes from 
London to a magical land of fairies, elves and wonder. 
This enchanted world is threatened by an ancient evil, 
your arrival was foretold by a prophecy, and all that. 
Your quest here is to explore the land, help the locals 
and gather a party of magical creatures to save the 
world. To recruit these creatures you must first weaken 
one in combat and then throw a special ball to capture it. 
That sounds very familiar, no? 

And it doesn’t stop there. ZanZarah offers over 
70 magical creatures - including animals, dragons and 
demons - spread into 12 types: Fire, Water, Nature, Air, 
Stone, Ice, Chaos, Energy, Psi, Metal, Dark and Light. 
Their attacks have the classic effective/non-effective 
relationships, and in true Pokemon fashion you also 
get to choose your initial fairy from three types. They 
even evolve after reaching a certain level. 

But here’s the big twist: unlike Pokemon , you 
won’t battle in turn-based combat, but rather in FPS 
arenas with elaborate layouts, firing magic blasts at 
enemies while strafing, dodging and flying! 

There are no guns, but each fairy can equip up to 
four different spells - two offensive and two passive. 
The game features 120 spells with a wide range of 
effects, damage, fire rate and mana pool. Spells must 
be charged before firing - some allow for quick bursts, 
others are very slow - but charge too much and it will 
backfire. All of this keeps battles interesting, as you’ll 
have to figure out the best loadout to use depending 
on the arena layout or the enemy type you face. 


To crown everything, the soundtrack is great. 
Composed by King Einstein, the combat music is 
exciting, the exploration music is charming and the 
main theme is a nice melody sung by Karina Gretere. 

ZanZarah is a very obscure game, somewhat hard 
to run on modern computers, and its mix of FPS arena 
combat and fairies is so odd that is hard to say what 
audience it’s aimed at. Regardless, whoever decides to 
give it a try is likely to find something to enjoy. FE 



ZanZarah's 
soundtrack is 
freely available 
for download 
at the game's 
website www. 
zanzarah.de 


Wild fairies can 
suddenly appear 
while you explore 
the colourful 
world, and locals 
may give quests 
or challenge you 
to a duel. 


Your party can 
hold up to five 
fairies, and each 
can have four 
spells equipped, 
that have varying 
requirements 
and affinities. 
Some fairies can 
also equip spells 
from multiple 
elements. 


293 











Larian's first 
RPG was an 
called The 
Lady; the Mage 
& the Knight, 
developed in 
partnership 
with Attic 
Entertainment. 
It was cancelled 
in 1999 and 
salvaged as 
Divine Divinity. 
An early demo 
and design 
documents 
were released 
as extras on 
the Divinity 
Anthology. 


Combat is very 
similar to Diablo, 
but you can pause 
at anytime. 



L arian Studios’ Divine Divinity has got a lot of 
undeserved reputation since its release. The 
problem is that it was released in 2002, a time 
when various Diablo clones were popping up left and 
right. Furthermore, if you looked at various screens 
or played it for half an hour or so, it really did seem 
to be just another Diablo clone, so the moniker’s stuck 
even today. Even though Divine Divinity was so much 
more than that. 

Sure, there are many elements of a generic hack- 
and-slash here. The UI, the randomised tons of phat 
loot, hordes of monsters and similar core mechanics 
are all something we’ve seen countless times already. 

However, these are only superficial, and Divine 
Divinity’s unique aspects only become apparent once 
you spend a few hours finding them. The easiest one 
to notice is the character system, which is much more 
RPG-y than your average hack-and-slash. Not only is 
it ultimately classless, since all characters can learn all 
skills as they see fit, but it also has quite a few non¬ 
combat qualities, such as pickpocketing, sneaking, 
haggling or alchemy. 



The game also tracks your reputation (influenced 
by various events), which changes merchant prices 
and people’s personal opinion of you, which may in 
turn lock or unlock new quests. 

But the most important difference that makes 
Divine Divinity an actual RPG and not just a slasher 
is the lack of procedural generation. All quests, maps, 
events and conversations are hand-placed, the only 
random element is loot. This is especially great when 
it comes to exploration because the land map is simply 
huge, while the dungeons and caves provide you with 
plenty of puzzles and secrets. Puzzles and secrets that 
employ Divine Divinity’s most unique feature - the 
Ultima VTI-inspired environmental interaction. 

Literally every prop can be tossed around to 
reveal hidden chests and passages underneath, 
and various items can be activated to secret effects, 
which rewards thoroughness and perceptiveness. 
Sometimes this juggling can lead to rather interesting 
discoveries, often bordering on bug-exploitation, 
such as finding a bed that can be put in your backpack 
because it weighs nothing. But running aimlessly 
around the map simply looking for opportunities is 
also rewarding for more technical reasons - Divine 
Divinity’s graphics are really pleasant to look at, and 
its soundtrack is simply amazing. 

It is also important to note that Divine Divinity 
very often focuses not only on combat, and some 
chapters will have you not draw your weapon for 
quite long periods of time. Instead, you’ll be running 
around towns just talking to folks, doing various 
quests, robbing them blind and chasing secrets, and 
there are a variety of settlements in the game, all 
with different themes and problems to solve. These 
“pacifist” chapters are made even better by Larian’s 
now-trademark witty writing. 


294 
















"[...] The RPGs I enjoy the most 
are all about good character 
development. To achieve that I 
figured certain things need to be 
in place - the freedom to develop 
your character in a way that fits your 
preferred playing style (Freedom), 
motivation to invest yourself in 
that character (Motivation) and an 
environment that reacts in a fitting 
way to how you developed your 
character (Universe/Enemies)" 

- Swen Vin eke, 
Larian's founder and CEO 



The writing is 
always amusing, 
and has grown 
to become 
one of Larian's 
trademarks. 


Everything is not just generally well-written, but 
the dialogues are often genuinely funny, employing 
various tongue-in-cheek methods, poking fun at the 
fantasy genre in general, and sometimes even going 
into self-parody. This also makes all the otherwise 
generic fetch quests much more interesting and fun 
to do because you can always expect some sort of a 
little twist to the tired old formula. 

Unfortunately, it would simply be unfair to not 
mention Divine Divinitys biggest flaw, which is the 
endgame. Apparently, the game was much bigger and 
more ambitious than the developer and the publisher 
could chew, which resulted in the final chapter being 
terribly rushed. Most of the qualities that make Divinity 
unique simply disappear in the last chapter, leaving 
you with fully railroaded, non-stop mindless fighting 
against annoying, health-bloated mobs of enemies. 
Although at least you can just go ahead and run all the 
way through, ignoring all opposition completely. 


Ultimately, if you really dislike hack-and-slash 
combat, Divinity might not be up your alley. I did 
like, however, how it can even get pretty challenging 
at times, and how the game’s systems leave you a 
lot of room for personal customisation and ways to 
shamelessly break them to your advantage. 

What is left to conclude, then? Divine Divinity 
is simply a neat game. Not flawless by any means, but 
ridiculously absorbing and long enough to entertain 
you for weeks. It’s one of those games that make you 
think - “a combination of fetch quests and generic 
fighting has no right to be this damn addictive!”. 

It’s also the start of the whole Divinity series. 
Beyond Divinity (2004) was a mediocre sequel, but 
the next titles are definitely worth more than a casual 
look (especially Divinity 2 and Divinity: Original Sin). 
Because casual looks are deceiving and make you 
think Divine Divinity is a Diablo clone. Which it isn’t. 
Get that into your head once and for all. DR 



You select a class at first, but you can learn any skill 
and use any equipment if you meet the requirements. 



Beyond Divinity had your hero soul-bound to a sarcastic 
Death Knight, with you both having to cooperate to survive. 


All the music 
in the Divinity 
series was 
composed by 
Kirill Pokrovsky, 
the late Russian 
musician, 
whose mix of 
orchestrations 
and new age 
electronics made 
the soundtracks 
an intrinsic part 
of the franchise. 


















Q_ C/) 
O 

o_ 

t 7T 


OpenMW is a 
project seeking 
to recreate 
Morrowind 
in a new 
open engine, 
allowing for 
more mods, 
improvements 
and Linux and 
Mac versions. 
You can follow 
them at www. 
openmw.org 


The interface is 
the last in the 
series made with 
PCs in mind, 
making great 
use of tooltips 
and multiple 
resizeable 
windows. 



M y first trip to Vivec City was an unforgettable 
hour of confusion and awe. The Elder 
Scrolls' cavalier attention to detail, both 
large and small, reached an apex there. 

Vivec is like a cramped cyberpunk cityscape, but 
its presented inside the brown sandstone of medieval 
fantasy. Eight floating stone pyramids comprise 
the city’s eight districts, with a network of gondolas 
and bridges connecting them to each other and the 
mainland. Each district has four explorable interior 
levels each, containing innumerable businesses and 
residences that house hundreds of named NPCs. 

They all have their own inventories, their 
own dispositions, jobs, haunts and hangouts that 
combine to give each NPC their own personal little 
story The fictional economy that supports these 
fictional lives is on full display - their houses, their 
businesses, the farms that grow their food and the 
sewers that funnel away their waste are not spared any 
detail. Administrative businesses, libraries, treasuries 
and offices take up space next to the rowdy taverns 
and ghastly magic shops. 



Vvardenfell, the massive island you explore in 
Morrowind , is one of the few sandbox maps that feels 
like it was built without any intention to turn it into 
a game, as if it was designed and mapped to serve the 
lore more than playability As far as the players lofty 
quests are concerned, all those administrative details 
behind Vivec City’s economy aren’t relevant. 

You can learn all about the process of how the 
nearby Netch farms churn out Netch leather which 
turns into Netch armour, and it’s only flavour text. 
There are almost two hundred different books to 
read (well, not really books so much as they are a 
few paragraphs, but still) that document everything 
from the world’s history to directories of the council 
members that currently lead its political parties. 

All this detail doesn’t really make or break the 
game, mechanically speaking. It’s just there. It’s flavour 
text the player can skip. But what this massive amount of 
detail does do well (and indeed, its very purpose in the 
game) is to reify Vvardenfell as a world that is almost as 
complicated, ancient and dynamic as our own. 

Look at how the game handles transportation, 
for an example. Instead of pointing and clicking 
on a map screen to fast-travel (like in the TES games 
before and after Morrowind) you use Vvardenfell’s 
public transit system instead. The people of this island 
use animal mounts, ferry boats, and magic teleporter 
booths to travel around. So, during the early game 
you use those facilities too. 

Critics during the game’s launch rightfully 
bemoaned Morrowinds slow walking speed and 
constricting fast-travel system, but those caveats serve 
as build-up for a divine pay-off later on. They build 
anticipation for a revelatory moment that the player may 
not experience for tens or perhaps hundreds of hours 
later. Until then, Morrowind is a slow-burning game. 


296 































''I often liken Morrowind to 
Moby Dick, while Oblivion is 
Titanic, the movie. Morrowind 
was a vast, overly ambitious 
project, but glorious in many 
ways — but tragically inaccessible 
as a result. It had a much smaller 
audience because it was odder 
and less generic and less what 
people expect. With Oblivion, we 
knew what people expected and 
deliberately made our product a 
lot more comfortable for them." 

- Ken Rolston, 
Morrowind's lead designer 



Morrowind’s 
dialogue is 
very complex, 
being affected 
by both faction 
and personal 
reputation, and 
featuring a robust 
keyword system. 


Transportation starts off slow. Combat starts off 
incredibly awkwardly. Since the world seems like it 
was designed before the gameplay was designed, it 
doesn’t lead you through roads and villages that are 
cleanly organised to funnel you in the right direction. 
The names are hard to pronounce, there are no 
omnipotent objectives prodding you this way or that 
way, and wherever you end up there will be just way 
too much stuff there. 

What gives you guidance is your own sense of 
adventure and a brilliantly self-aware main quest 
that tasks you with becoming the omnipotent God- 
king of Vvadenfell. Eventually some overpowering 
stat progression happens after Level 10 that makes 
combat and walking much faster, and during that 
time your understanding of Vvardenfell will also 
increase immensely. You’ll come to learn the hard-to- 
pronounce names of its numerous towns and locations. 



Morrowind adds the option to switch to a third-person 
camera, although the animations are quite simple. 


You’ll get to know its tribes, its council members, 
its politics and its religions because the main quest 
tasks you with meeting and manipulating every last 
one of them. 

Soon you’ll be able to teleport across the map, 
fly from city to city, and sprint with blinding speed! 
You’ll forget about the public transit system because, 
just as all the flavour text of the main quest suggested 
you’d do, you’ll become a godlike warrior-poet who 
knows this island inside and out, whether you were 
trying to pay attention or not. 

The most brilliant twist The Elder Scrolls 
III: Morrowind takes is that you’ll actually have a 
mental frame of reference to know how great your 
progression feels. It’s not about increasing numbers 
on a stat sheet. It’s about thoroughly understanding 
a large, intimidating and alien world that is almost as 
complicated as our own. GW 



The landscape of Vvardenfell is exotic and fascinating, 
going far beyond traditional fantasy cliches. 


Bethesda 
released The 
Elder Scrolls 
Construction Set 
with Morrowind, 
allowing for 
many mods 
to be created. 

A good start 
is Morrowind 
Overhaul 3.0. 

a compilation 
of hundreds 
of mods 
bundled into 
a convenient 
install pack. 


297 


































*ln 2011 Arkane 
Studios released 
the source code of 
ArxFatalis as free 
software. From 
it was created 
Arx Libertatis. a 
cross-platform, 
open-source port 
of the game, with 
various bug fixes. 


The character 
system is simple, 
employing four 
stats and nine 
skills. There isn't 
much equipment 
variety, but you 
can enchant your 
weapons. 


O riginally pitched as Ultima Underwold 3 by 
one Raphael Conlantonio and rejected by EA, 
Arx Fatalis was the result of Mr. Conlantonio 
founding Arkane Studios to bring his pitch to life. 

Much like its inspiration, the game takes place 
entirely underground in an eight-level dungeon 
involving both traditional dungeon-crawling and 
social interactions in populated locations. The 
reason for this particular setup is that an ice age 
forced the survivors of this fantasy world to take 
shelter in underground enclaves that hold what is 
left of civilisation. Arx, a converted mine with many 
politically divided species crammed together, is one 
such place and the centre of the games narrative. 

The early levels of Arx Fatalis emphasise 
politics and investigative quests, such as dealing with 
goblins and their troll workers, while later levels 
offer adventurous dungeon-delving, such as a huge 
crypt that manages to deliver a surprisingly tense 
atmosphere. There’s even a level where the game 
takes a trip into survival horror territory. 



The quest design is sparse, with only a handful of 
contextual side content, but with many non-specified 
goals, like robbing a bank or following cryptic 
scavenger hunts - player agency and exploration 
being emphasised instead of direct instructions. 

All of this results in an eclectic pacing which means 
that, while the game is short for an RPG, clocking in at 
about 20 hours, there is a great deal of variation. This is 
reflected in the progress system as well, only three of the 
nine skills that define the players avatar being decidedly 
combat-focused. Since these can be increased without 
any restriction, versatility is heavily encouraged. 

Balance leaves a lot to be desired though; Ethereal 
Link shows enemy statistics and boosts your magical 
power regeneration, but, given the simple combat and 
the high amount of potions available, it can be safely 
ignored. In dire contrast, the indispensable Object 
Knowledge is the only way to create, enchant, repair and 
even identify items, which cannot be used otherwise. 

While Arx Fatalis isn’t overly combat focused, the 
moments where it does feature fighting for extensive 
periods of time are decidedly one of its weaker parts. 
Melee and range combat are decidedly mediocre 
but stealth is surprisingly well-done with it having a 
shadow-based detection gradient. A clear nod to Thief 
by Looking Glass, the same studio that made Ultima 
Underworld. Sadly the game in no way supports a 
pure stealth approach. Still, skulking through the 
shadows can be a pretty tense experience, especially 
at early levels. 

Now onto one of the game’s best aspects: the 
magic system. Each spell is cast by using specific 
runes, which need to be manually drawn using the 
mouse, similar to Peter Molyneux’s Black & White. 
The effects that can be achieved are quite numerous and 
frankly outstanding considering this a studio’s first game. 


298 






"Extreme honour is definitely 
what we feel whenever Arx is 
mentioned as the successor to the 
[Ultima] Underworld series. We've 
always had a lot of admiration 
for the Looking Glass spirit, so 
the connection with Arx is not an 
accident at all" 


- Raphael Colontonio, 
Arx Fotolis project director 
and Arkane Studios' CEO 



Levitation, telekinesis, invisibility, ignite/douse fire, 
confuse, summon demon, create food and an invisible 
eye to scout ahead are just a few of the spells. In fact, 
there are so many such effects that the content can’t 
match up to support their use - the game can be 
finished using only the fireball spell and that is a 
damn shame considering how much work must have 
gone into making the 40-something spells, especially 
since many of them are non-combat oriented. 

What holds all these elements together is the 
environmental manipulation that in many ways defines 
Arx Fatalis. You can take flour, add water and then put it 
near a fire which will cause it to rise, thus making bread. 
Words cannot describe the child-like sense of wonder 
this inspired. The interface recalls adventure games, 
meaning that most interaction is done by directly 
clicking on the environment, not navigating abstract 
menus. This does wonders for making the world feel like 
something that the player must actually engage with. 



The game employs a simulationist approach, where you 
use anvils to repair items, mix ingredients to cook, etc... 


One particular quest remains memorable to me 
due, where you have to go through a multi-step process 
to make a sword, from mining the ore, getting it to the 
smelter and then having to operate all sorts of machinery 
to get the job done. The important aspect of this type 
of interaction is not realism, since dough doesn’t turn 
into bread in five seconds, but verisimilitude. Players 
understand the world by interacting with it. 

Arx Fatalis is a love letter to Looking Glass and Ultima 
Underworld , with Arkane wearing their influence on their 
sleeves. The financial risks and challenges of starting 
a studio from the ground up makes Mr. Conlanonio’s 
journey to create this game all the more commendable. 

It is hard to say what is sadder: that Arx Fatalis 
is one of the last design-focused representatives from 
arguably the best period of PC gaming, or that more 
that, a decade since its release, it remains unmatched 
in certain depths. Regardless, it remains a must-play 
hidden gem. LL 



Spells are cast by drawing runes with the mouse, but 
you can memorize some and instantly cast them later. 


Arx Fatalis is not 
your standard, 
combat-focused 
dungeon crawler. 
You'll spend a lot 
of time dealing 
with the various 
races, solving 
puzzles and 
exploring. 


Arx - End Of 

Sun is a free, 
fan-made 
prequel to 
Arx Fatalis, 
currently under 
development. 


299 









o 

n> 






QJ 

n> 


There aren't 
huge mods 
for IWD2, but 
Almateria's 
IWD2 Fixpack 
solves some 
bugs, and the 
Tweak Pack 
adds some 
improvements 
such as infinite 
stacking and 
extra merchants. 


Enemies make 
much better use 
of tactics, building 
barricades, setting 
traps and even 
riding worgs 
into battle. 


The 3rd edition 
D&D ruleset adds 
many changes 
including the 
ability to play as 
sub-races like the 
Drow, which are 
more powerful 
but have other 
disadvantages. 



I cewind Dale II was the last of the Infinity Engine 
games, and one of the last titles published by 
Interplay, developed during a time when the 
company was imploding due to poor business choices. 

The whole project was allowed just ten months 
of development time, and, according to lead designer 
Josh Sawyer, just two days to develop the story and 
plot. Under these conditions, its quite a wonder that 
such a complete product was ever shipped. 




As the swansong of the Infinity Engine, IWD2 
was (surprisingly) designed not for a new potential 
audience but for experienced players, featuring 
a pleasing difficulty level. Most encounters are 
challenging and well-crafted, making clever use of 
spells, terrain, abilities and positioning. 

As in the previous Icewind Dale , you create a 
party of up to six heroes, but IWD2 is one of the first 
games to use the (then new) 3rd edition Dungeons & 
Dragons ruleset, rather than the AD&D 2nd Edition 
rules that had been featured in every other IE game. 
This includes the addition of a more flexible multi- 
classing system, sub-races, feats and skills - including 
dialogue skills such as Intimidate and Bluff. 

Given the development schedule this seems 
more foolish than ambitious, but the change was well 
implemented and gameplay remains just as smooth 
and intuitive as the previous iterations. 

The story begins in the harbour of Targos, one 
of the Ten Towns of Icewind Dale, as your party joins 
in the defence of the town against a siege by goblins. 
From there, the adventurers will set out on a quest to 
defeat the Legion of the Chimera, and restore peace 
to the Dale, finding that the shadows of the past rest 
uneasily in these harsh lands. 

The detailed artwork of the game is brought 
to life and enhanced by an evocative Inon Zur 
soundtrack, which at points matches Jeremy Souless 
masterful work on the original, and the atmosphere of 
the game at points also matches its prequel. 

Icewind Dale II is a flawed game of highs and 
lows. The siege of Targos is definitely the former, but 
there is a tiresome grind through the middle levels of 
this game, which might be explained as padding put 
there to assure longevity of play time. This remains, 
however, a fitting goodbye to the Infinity Engine. NT 


300 




























A game is only as good as the ones you compare 
it to. Nothing could be truer for Might and 
Magic IX, a game I nearly overlooked due to 
overwhelmingly negative reviews. I’m glad I didn’t! 

To be clear: M&M9 is by no means the best game 
in the series. Nearing bankruptcy, 3DO rushed out of 
the door what lead designer Timothy Lang himself 
described as “pre-alpha at best”. Bugs and crashes 
were so frequent that it was almost unplayable, while 
the game’s shift to fully 3D graphics lacked polish and 
detail, with repetitive models and weird mirrored 
textures. Nevertheless, it did many things right. 

First thing you’ll notice is the new class system. 
At character creation you can only choose between 
Fighter or Adept, but 12 specialised classes are later 
available by completing special quests. Skills and 
abilities are still acquired via trainers scattered around 
the world, but now some spells require two (or 
even three!) different skills to be cast. Although the 
levelling system is artificially capped at around Level 
140 (as training becomes too expensive), it worked 
well enough to keep me motivated to grind on and 
reach insane levels of power, Might and Magic-style. 

Combat was likewise overhauled. Gone are the 
legions of goblins and other critters forming lines to 
kill you. M&M9 focuses on smaller encounters, with 
fewer enemies. As such, the AI is vastly improved: 
flying enemies will circle around you, Grunts will 
throw daggers, while stronger enemies revive their 
fallen comrades. Most are simple, but still distinctive. 

While the initial dungeons are forgettable, later 
ones range from good to borderline great. One late- 
game dungeon is especially memorable, with armies 
of liches giving you a run for your money. Also, the 
game features a huge array of new weapons, with all 
kinds of status effects to equip and use. 


There are also some funny side-quests, and the 
non-existing story is almost Monty Python-e sque in 
its randomness, with an old hag casually giving you a 
world-saving quest without any further explanation. 

So, is Might and Magic IX worth a shot? That 
depends. If you only play polished RPGs then no, 
there are much better games out there. If, however, 
you want to experience what the M&M series could 
have become, then by all means give it a try. DF 





— Q) 

xg_ 


Fans created the 
1.3 community 

patch to fix 
M&M9. While 
the patch is 
excellent, some 
of the game's 
issues remain 
unsolved. 


Combat can be 
played either in 
real-time or in 
turn-based mode. 
While both are 
agile, casting 
various spells or 
using items is 
cumbersome. 


You're limited 
to two classes 
at character 
creation, 
but can later 
specialise into 
12 other classes 
by performing 
special quests. 


301 


















































IQ 


to 



(D 

< 

n> 




Beamdog 
released the 
Neverwinter 
Nights: Enhanced 
Edition in 2018, 
adding improved 
graphics, better 
compatibility 
with modern PCs 
and promises of 
constant updates 
overtime. 


The game uses the 
3rd edition D&D 
ruleset and offers 
an extensive range 
of races, classes, 
spells, weapons, 
armour and items 
for players to 
experiment with. 



B io Ware carved its name in history with the 
creation of Baldurs Gate I and II, which are 
frequently brought up as the best of examples 
of transitioning RPGs from tabletops to computers. 

Naturally, this lead to a great deal of expectations 
when Neverwinter Nights was announced, especially 
since it was another fantasy RPG, based on the 3rd 
edition of D&D this time around. Most people 
assumed it would be the successor to the venerable 
Baldurs Gate , but when the game launched it quickly 
became apparent things weren’t so simple. 

The mainstream saw it as BioWare’s greatest 
achievement to date, streamlining gameplay for 
accessibility while retaining what makes D&D great. 
On the other hand, a large part of the RPG community 
found it to be a dumbed-down sham which didn’t 
only fail as a successor to BioWare’s previous works 
but was a terrible game all around. To understand 
these two perspectives a step back is required. 

Parties are a core aspect of most tabletop RPGs. 
Usually each player controls a single character, with 
the exception of the Dungeon Master who controls as 
many as needed for each scenario. 



Since the majority of CRPGs are single-player 
experiences, they solved this by placing the player 
in charge of multiple characters at once. He/she is all 
heroes at once, controlling them as they go through 
the content made by the developers - which could be 
considered an inflexible Dungeon Master. 

Not every CRPG is like this but most are, 
especially in the West. Baldurs Gate falls squarely in 
this category. Neverwinter Nights does not. 

In NWN the player only controls a single character. 
Combat is still real-time-with-pause, just like in 
Baldurs Gate , but companions are restricted to one 
at a time (two with the expansions) and can only be 
given general orders, which is more akin to shouting 
directions than taking direct control. 

The reason for this controversial change was the 
ambition to emulate the true pen-and-paper experience 
by creating of a multiplayer-focused RPG engine. 

The project was built around the idea that the 
player would make a character and go online, joining 
a module where other players would meet and form 
a party, while a human Dungeon Master controlled 
their adventures. It was meant to be a 1:1 conversion 
of physical role-playing games into digital form. 

To make this possible, the tools not only had to 
be powerful, but also simple to use. Anyone should be 
capable of running a campaign, editing the content 
on-the-fly and even creating entirely new campaigns. 

This lead to an incredible engine with amazing 
modding capability. Players could play with a handful 
of friends online, but also create “permanent worlds” 
- customisable micro-MMOs with up to 96 players. 
Meanwhile, the Aurora Toolset allowed anyone to 
create their own adventures, something which can 
be attested by the absolutely stunning amount (and 
quality) of mods that were made over the years. 


302 





















"The toolset has affected many, 
many decisions along the way. Tiles. 
The entire reason to use a tile-based 
system was for the toolset, for ease 
of use in creation. We don't want 
people to have to learn to use an 
app like 3D Studio Max if they want 
to create an adventure. We want 
people to go in, create an adventure, 
jump, test it and have fun." 

- Trent Oster, 
NWN's lead designer 



While the 
graphics have 
aged significantly, 
NWN's camera 
and interface are 
still quite efficient 
-an impressive 
feat for an early 
3D game. 


But all of this came at a cost - most of the five 
years of development was spent on the engine itself 
rather than the content. The result was that the games 
campaign was phoned in, to say the least. 

The story revolves around a devastating plague 
gripping the city of Neverwinter - you must find the 
culprits and defeat the mandatory ancient evil at the 
end. The whole thing feels like a starting D&D module 
that drags on for far too long, aggressively ordering 
you to collect countless McGuffins. Combine this with 
some absolutely abysmal encounter design, where the 
vast majority of combat can only be described as filler, 
and you have something closer to a tech demo. 

Fortunately, Bio Ware released two expansions 
in 2003 which showed them getting better at creating 
quality content. Shadows of Undrentide begins a new 
Level 1 adventure, as you hunt for a series of artefacts 
stolen from your tutor. Competent but nothing special. 
Hordes of the Under dark pits you against a Drow army 
invasion lead by their queen, the Valsharess. 



Fully employing D&D's magic system, NWN has almost 
300 spells, plus meta-magic feats and a few Epic Spells. 


HotU can easily be described as one of Bio Wares 
best works - each chapter is laser focused, whether 
its dungeon-crawling through the legendary D&D 
location Undermountain or exploring the mysterious 
Underdark and its terrible denizens. 

If you take the launch version of Neverwinter 
Nights , bereft of all the content that came afterwards, 
then its clear that its an underwhelming product. 
But BioWare aggressively advertised that you weren’t 
buying a simple game inside a box - NWN is above all 
a platform for countless adventures. 

And it paid off. While the original campaign 
is best ignored, playing Shadows of Undrentide and 
Hordes of the Underdark back-to-back will give a more 
than satisfying journey from Level 1 to godhood. 
From there you can jump to the smaller premium 
modules or try some of the greatest mods ever made. 

Just keep something in mind: they are that good 
in part because BioWare sacrificed so much for them 
to be possible. LL 



Combat is RTwP, as in Baldur's Gate, but the 3rd ed. D&D 
rules offer many new abilities, accessed via a radial menu. 


Financial issues 
at Interplay made 
BioWare change 
publishers to 
Atari. This led 
to big changes 
in the game's 
plot. A leaked 
document shows 
it was much more 
ambitious, with 
a madness meter, 
class-specific 
tutorials and 
an epic scope. 


303 























> z 

c n> 
o n> 

ll 

3 



fl> 

to 


The powerful 
item editor allows 
you to mix and 
match several 
pieces of armour 
or weapons to 
create unique 
equipment, then 
customise all its 
stats and powers. 


Part of what makes 
the Aurora Toolset 
special is how it 
offers powerful 
professional tools 
that are easy to 
use, such as its 
Conversation Editor. 



N everwinter Nights included a long campaign, 
but also, and more importantly, the exact toolset 
used by BioWare to make that campaign. 
This was highly significant, but its importance would 
be easy to overlook. It meant that owners of the game 
were being given all the tools they needed to make a 
professional quality RPG of their own, if they had the 
talent and were able to devote the time. 

In the years since, many have done just that, 
producing thousands of modules, of which dozens 
(at least) of the best compare quite favourably to 
professionally produced RPGs. This makes the 
purchase of NWN perhaps the best deal in the history 
of RPGs since, by obtaining this one game, one gains 
the ability to play a huge and still expanding number 
of high-quality RPG campaigns. 




Of course NWN is hardly the only game to 
include some sort of toolset, map editor, or the like. 
Frequently, however, these editors are too limited 
in what they can do, not allowing users to make 
fully fledged campaigns with all the features the 
professionals can include. Others are too difficult 
to use, requiring either greater technical skills or a 
larger team than the typical amateur modder can be 
expected to possess. 

NWN managed to avoid both these extremes. 
On the one hand, it was an enormously powerful tool 
allowing one to do everything BioWare did to make 
its campaigns, as well as making it fairly easy to alter 
many aspects of play to create campaigns of a very 
different type as well. On the other, learning how to 
use it is relatively easy. This ease of use also extends 
to the speed with which one can make content with 
it, another crucially important, and easily overlooked, 
feature for amateurs with limited time to devote to 
what is after all a hobby, and not a full-time job. 

The NWN toolset does of course have some 
limitations, as, though extensive modifications can 
be made, any modules made with it will at their core 
be using the same fundamental system, one based 
on 3rd Edition Dungeon & Dragons rules. Therefore, 
for someone with creative game-related aspirations 
attempting to make a fully fledged indie game would 
certainly be an alternative to consider. NWN does 
offer two advantages over such a course, however. 

First is the aforementioned speed with which a 
skilled toolset user can make content. In my own case, 
this factor in particular was a crucial consideration. 
I had ambitions to make a large, complex RPG 
campaign, comparable in length and scale to major 
commercial games, and I also wanted to release 
something this decade. 


304 

















































































The Neverwinter Vault: 

The official Neverwinter Nights Vault was hosted by 
IGN since 2002, but was shut down without warning 
in 2014. Thousands of mods, modules and fan-made 
content hosted there were only saved by the effort 
of a group of fans, who now host them at the new 
Neverwinter Vault - an invaluable resource, full of 
excellent fan-made adventures. Here are some of the 
best mods and modules you can play today: 

Pretty Good Character Creator (PGC3) This handy 
trainer allow you to freely level up, equip and customise 
your character, testing it and preparing for other modules. 

Aribeth's Redemption by Daniel Muth is kind of 
a sequel to NWN s OC, focusing on Lady Aribeth. 

An example of how RPG romances should be written. 

Almraiven and Shadewood by Fester Pot are 
extraordinary modules designed specifically for mages. 

The Aielund Saga by Savant is a six-part epic module. 

The NWN OCs should have been something like this. 

Black Thorn by El Dano represents an innovative use 
of the NWN toolset to make a murder mystery game. 

Revenant by McV is another innovative, high-quality 
module in which one plays as an undead revenant 
attempting to solve his own murder. 

Cave of Songs, Honor among Thieves and The Prophet 
Trilogy by Baldecaran includes some of the best (if usually 
grim and tragic) storytelling in NWN modules, and are 
generally among the best the Vault has to offer. 

Sands of Fate by John McA is a trilogy for epic 
characters, which will take you from Level 25+ all the 
way to 40. Great for those who completed Hordes of 
the Underdark , or some other series taking you to the 
beginnings of epic levels, and are wondering what to 
do with their epic-level character. 

Tales of Arterra by Kevin Chan is a high-quality two-part 
module series, with many allusions to classic RPGs like 
Baldurs Gate and Planescape: Torment. 


Swordflight by Rogueknight333 is an ambitious, 
ongoing series featuring challenging tactical combat, 
old-school dungeon-crawling, extensive content and 
side-quests specific to class, race, and alignment, and 
numerous role-playing opportunities. 

Defense of Fort Tremagne by Guthlac is an excellent 
module combining good combat and role-playing. 

Saleron's Gambit by Tiberius209 is a series of five high- 
quality modules for low-level characters, notable for its 
“low magic” approach. It is filled with Forgotten Realms 
lore and allusions of other classic games in that setting 
such as Baldurs Gate. 

Alazander s three modules should also not be overlooked 
by fans of the Forgotten Realms, with the second in the 
series, Crimson Tides of Tethyr, probably being the best. 

The Blackguard series by Steve B., Sapphire Star by 
Yaballa, Shadows of Darkmoon by Commche, and 
A Peremptory Summons and Siege of the Heavens by 

Balkoth offer some very challenging combat to players 
looking to test their tactical skills. 

Numerous P&P modules have also been converted into 
NWN modules. If there is a P&P adventure of which 
you have fond memories, there are good odds of finding 
an NWN version of it. Some of the best conversions are 

C2: The Ghost Tower of Inverness and S4: The Lost 
Caverns of Tsojcanth by SirOtus, Nl: Against the Cult of 
the Reptile God by Rich Barker, UK2: The Sentinel, by 

Heresiologist, and SI: Tomb of Horrors by Ghool. 

Persistent Worlds: 

Some of NWN s modules are designed to run online, 
like a small-scale MMO, with up to 96 players and 
a team of GMs that continuously directs play, adds 
new quests and expands the game. These are called 
persistent worlds. While its been over 10 years since 
NWN s release, there are still many persistent worlds 
around. You can find a listing and status of all active 
ones here: www.nwnlist.com 


If you need 
help installing 
Neverwinter 
Nights and its 
mods, or want 
further module 
recommendations, 
then check Li I ura's 
excellent intro 

guide and blog 

posts . 


Had I been making an indie game, those would, 
realistically, have been mutually exclusive goals. Using 
the NWN toolset allowed me to spend my limited time 
working on the actual “meat” of the game, designing 
quests and encounters, writing dialogue, etc., and not 
waste it reinventing the wheel by designing a basic 
game system from scratch. 

Second is the existence of an established 
community of players and modders who provide 
a ready-made audience and source of feedback for 
NWN toolset products, including many D&D players 
who are accustomed to playing a modular and 
customisable game. 


This community is, alas, not as large these 
days as it once was, but still has the potential to 
greatly simplify the task of actually finding players 
for ones experiments in game-making. Players, too, 
can benefit from having an established and well- 
documented game system that does not require them 
to learn a completely new set of rules every time they 
start a new game. 

The toolset is, in short, an extraordinary tool that 
has produced extraordinary results. You do not need 
to take my word for this, as countless high-quality 
modules can be found on the Neverwinter Vault. RK 


305 











O <D 

n> q_ 


o 

3 


From January 
to June 2005, 
the story of the 
first Freedom 
Force game 
was retold 
in a six-issue 
comic book 
miniseries 
published by 
Image Comics. 


The campaign 
progresses 
through several 
missions, with 
every three or 
four featuring a 
new "villain of 
the week". 



I n the early 2000s, superheroes and comic books 
were an almost unexplored genres for computer 
games. There had been a few lacklustre releases, 
but they had failed to impress. All this changed with 
the release of Freedom Force. 

Published by Electronic Arts and Crave 
Entertainments, it was developed by Irrational Games, 
the team behind System Shock 2, featuring veterans of 
Looking Glass Studios, as well as the Australian side 
of the team who would co-develop it. The game would 
be a moderate success in terms of sales but break the 
“superhero game curse” and pave the way for much 
more successful ventures in the field. 

A blatant homage and love letter to the Silver 
Age of comic books, Freedom Force featured a vibrant, 
colourful, and extremely ambitious engine, and a 
storyline that trod the well-travelled paths of comic 
book conventions. The characters introduced were 
based on classic archetypes from both the Marvel 
and DC universes, simple heroes acting out heroic 
fantasies where the good guys and the bad guys were 
clearly defined and there were no blurred lines. 



The storyline introduction will be familiar to 
anyone who has watched Flash Gordon: the evil 
alien emperor Lord Dominion contaminates Earth 
with Energy X, a power source that grants amazing 
superhuman abilities to anyone who is exposed to its 
radiation. As Energy X canisters fall over Patriot City, 
an age of superheroes and villains is born. 

In terms of gameplay, Freedom Force features an 
intuitive and accessible real-time-with-pause system, 
with a variety of powers at the players disposal: one 
can use basic melee attacks, area effects, projectiles 
and beam attacks, as well as a number of special 
powers. Each of these came with its own animations 
and effect bubbles - POW, WHACK, WHOOSH, etc. 
- making combat a colourful, exciting and instantly 
gratifying experience. 

More than just performing fancy attacks, heroes 
can also fly, levitate, teleport, jump onto roofs, lift 
cars and throw them at enemies, etc. “Do whatever a 
superhero can do” kind of sums up the gameplay 

The game is further enhanced by the addition of 
the Prestige mechanic - a simple system where doing 
good deeds and side-objectives like protecting citizens 
and bringing the guilty to justice earns favour with 
fellow heroes, allowing the player to recruit a larger 
roster of superheroes, each with their own unique 
abilities and uses. There are many little instances of 
these objectives hidden away on every map, and they 
add life and depth to the gameplay. 

The imperative to protect the city and its 
inhabitants while pursuing the villains and main 
objectives also adds a pleasing level of complication 
and difficulty to the game, with the player having to 
split up their teams of heroes and oversee different 
events on different parts of the maps, as well as find 
the canisters of Energy X that litter the city. 


306 


















"\ think one of the most gratifying 
things about Freedom Force was 
the mod community, because it 
was insane! I always wanted to do 
something that was bigger than 
we could track. We never had that 
before, and it just got to become this 
thing that stood on its own. People 
made thousands and thousands 
and thousands and thousands of 
characters!" 

- Ken Levine, 
Freedom Force's writer 



Each hero has 
unique powers, 
but some can 
cost energy to 
be used. Once 
or twice per 
mission, heroes 
can use their 
heroic will to 
restore energy 
or health. 


Included with the game was an intuitive tool for 
creating custom superheroes that could be used in the 
main campaign, taken online or used in the games 
challenge maps. The game was also released with a 
suite of robust modding tools, leading to a massive 
frenzy of content creation by the dedicated fans of 
the comic book genre. Hundreds of Marvel and DC 
superheroes were brought to life, and ambitious 
projects began to appear on numerous fan-sites, 
featuring custom animations, original maps, complete 
modifications and entirely new campaigns. 

The future seemed assured for the franchise, 
however, as so often happens in this industry, legal 
complications arose as to who owned the rights of the 
intellectual property, the publishers or the developers, 
and there was a delay with the release of the sequel. 

In the meantime, City of Heroes was released, 
a game covering much of the ground Freedom Force 
had trail-blazed and stealing some of its glory. 


Character customisation uses a clever point-buy system 
with attributes, disadvantages and customisable powers. 


In 2005, the legal disputes were finally settled 
and Freedom Force vs. the Third Reich was released. 
A homage to the Golden Age of comics books, it 
featured a time-travelling plot where the heroes of the 
first game had to face the villains of the Axis powers. 
The game was self-published by Irrational themselves, 
but unfortunately failed to sell well, reputedly moving 
only about 40,000 copies. 

Who can say why sales were so disappointing? 
The game improved on many aspects of the original, 
but a lot of the difficulty and little charming touches 
were lost. Maps became less interesting and objectives 
not so punishing or complicated, while combat played 
a much larger role and heroics less of one. 

While the second game ended on an intriguing 
cliffhanger and concept art was made for a possible 
third game set in a more complex Bronze or Iron Age 
setting, to this day we still eagerly await the return of 
Patriot City’s mightiest heroes. NT 


Freedom Force vs the Third Reich further expanded the 
modding support, allowing for crazier superhero teams. 



Fans not 
only created 
thousands of 
custom hero 
skins, but also 
huge mods with 
new campaigns 
based on the 
Justice League, 
Suicide Squad 
and the other IPs. 
A good resource 
for them is Alex's 
Freedom Fortress. 


307 


















































o> c 

CD 3 
CD 

(D 

O 


Dungeon Siege 
I and II are both 
available on 
Steam, but their 
expansions and 
multiplayer 
modes were 
removed. Guides 
can be found 
on the Steam 
Community 
Forum to enable 
them and also 
play in higher 
resolutions. 


Characters in 
Dungeon Siege 
will usually just 
keep using the 
same attack or 
spell in every 
battle. While this 
makes the game 
very accessible, 
the player is left 
with little to do. 



N ow a mostly forgotten game, its amusing 
to recall that Dungeon Siege was an eagerly 
awaited blockbuster back in the early 2000s 
- a u Diablo- killer”, made by Chris Taylor, the man 
behind the legendary RTS Total Annihilation. 

Taylor’s pitch was powerful: an epic Action RPG 
set in an huge, seamless world, with cutting-edge 3D 
graphics and a large party of characters, but with an 
intuitive RTS-like control that’s accessible to anyone - 
be it a hardcore RPG fan or a total beginner. 

Published by Microsoft Studios and promoted by 
a massive marketing campaign, it was met with very 
positive reviews upon release and sold almost two 
million copies - an impressive feat in 2002. 

So why isn’t Dungeon Siege celebrated among the 
pantheon of classic RPGs? How can such a commercially 
and critically successful title fall into history’s limbo? 

The answer is simple: Dungeon Siege indeed had 
great graphics, amazing soundtrack and was easy for 
anyone to play - but it’s also a generic, repetitive and 
utterly forgettable game that lasts so long and stretches 
itself so thin that few players endure finishing it. 



You start the game by naming your character. 
There are no races, classes or even experience points; 
everything revolves around three stats - Intelligence, 
Strength and Dexterity. They increase as you use them: 
fire a lot of arrows and your Dexterity will go up, 
boosting damage and allowing you to use better bows. 

The much-lauded seamless world is impressive; 
you travel from forests to towns to mines without a 
single loading screen. Sadly, you’ll soon realise the 
world is a long and narrow corridor - you’ll just keep 
marching in one direction and fighting for 40 hours. 
The Legends of Aranna expansion only made things 
worse, adding even more length instead of depth. 

You’ll meet a few recruitable NPCs as you travel, 
gathering a party of up to eight heroes. Sadly, they’re all 
devoid of personality or relevance to the barely there 
plot - even the main hero can be safely dismissed 
or left for dead. The most memorable characters in 
Dungeon Siege are the pack mules: they follow the 
party around, carrying loot and kicking enemies. 

Despite the large party size, combat is mostly 
automatic. Due to the improve-by-use system, your 
characters play limited roles - those with a bow will 
just keep shooting arrows, while melee warriors will 
always hack-and-slash. With no skills or special abilities 
to manage, there’s little to do besides repositioning 
characters and healing them with spells or potions. 

The game has a multiplayer mode where you 
can play with up to seven friends, each controlling 
one character - which makes combat even duller. 
Oddly, it takes place in an entirely new area that’s not 
only bigger, but non-linear! It’s such a step up that 
mods were created to make it playable in single-player. 
Speaking of mods, the game had a powerful editor tool, 
leading to many fan-made modules (called “siegelets”), 
including the famous Ultima V and VI remakes. 


308 





















"We failed to understand the 
economics of game development. 
Our budget was okay, but it wasn't 
the budget of the products we were 
competing against. What happens 
is that the quality of the experience 
gets thin, you start to phone it in 
a little bit on some of the levels 
because there's just not enough time 
to do it right. We should have done 
a shorter game - have people get 
through the game, then say, 'OK, I'm 
done. I had a great time, now I'm 
ready for the next one'.'' 


- Chris Taylor, 
Dungeon Siege's project lead 



While the game 
was streamlined 
to be accessible, 
the large party 
and the lack of 
town portals 
means players 
will spend a lot 
of time managing 
several small 
inventories. 


Dungeon Siege II arrived in 2005, adding a much- 
needed depth - it has several races to choose from, 
classes, skill trees, item sets, pets, enchanting, puzzles, 
town portals, side-quests, dialogue trees, companions 
with more personalties, smarter enemies, etc. 

Now there’s enough side-quests, magical items 
and secret areas to make exploration worthwhile, and 
the player has a more active role in combat, thanks to 
special abilities. Sadly, the party size was reduced to 
four heroes, but can grow to six if you finish the game 
and start again in a higher difficulty - or use mods. 

The game still suffers from a generic setting and 
remains shallow next to rivals like Diablo II or Sacred , 
but the pleasure of sending your heroes bulldozing 
through armies of enemies reached its apex here. 

While Dungeon Siege 2 is easily the best game 
in the series, it failed to replicate its predecessors 
impact. Microsoft dropped it, so Gas Powered Games 
signed with 2K Games for Dungeon Siege II: Broken 
World , a lacklustre expansion pack. After it, the series 
jumped between various developers, abandoning the 
“party-based Diablo ” aspect that made it unique. 



Dungeon Siege II is still somewhat bland but adds depth to 
the systems, delivering a satisfying party-based Dioblo- like. 


Dungeon Siege: Throne of Agony (2007) was 
a hack-and-slash for the PSP, similar to titles like 
Baldurs Gate: Dark Alliance. Then came Space Siege 
(2008), a sci-fi spin-off that tried to be “ Diablo with 
guns”. It offered the choice of remaining human or 
slowly replacing body parts with cybernetic upgrades, 
but its combat never went beyond “stand still and 
shoot”. 

Lastly we have Dungeon Siege III (2011), developed 
by Obsidian Entertainment. An Action RPG designed 
for consoles, it allowed you to play as a fighter, mage, fire 
elemental or gunslinger. While not a bad game, it stands 
as Obsidians least interesting title - just another entry in 
a series now synonymous with bland Action RPGs. FE 

Mods: 

Dungeon Siege had hundreds of siegelets and mods, but 
many were lost when the official website went offline. 

Fans still host several of them at www.ds.gemsite.org 

We suggest the Lands ofHyperborea and Mageworld 
siegelets, the Monty Haul mod, the Ultima V and VI 
remakes and the Dungeon Siege II Legendary Mod. 



A console-oriented single-character RPG made by Obsidian, 
Dungeon Siege III has little to do with the first two games. 


In 2007 

infamous movie 
director Uwe 
Boll made 
In the Name 
of the King: A 
Dungeon Siege 
Tale, a movie 
staring Jason 
Statham and 
loosely based 
on the plot of 
the first game. 

It was followed 
by two direct-to- 
video sequels. 
























Gothic II was 
voted RPG of the 
Year by German 
magazines like 
4players and 
GameStar, but 
the game was 
heavily criticised 
in the US for 
its graphics, 
difficulty and 
slower pace. 


You are free to 
side with whoever 
you want, rob or 
even kill them, 
but there will be 
consequences: 
they might refuse 
to trade or train 
you, and some will 
attack you on sight. 



I will never forget reaching the city of Khorinis for 
the first time and asking a local for directions. The 
busy craftsmen, bored patrolling guards, drunken 
layabouts and preaching mage made a simple walk 
from the town hall to the harbour a lifelong memory. 

Piranha Bytes already set a new standard for 
what open-world Action RPGs could be with Gothic , 
and the sequel took it further. From the mundane 
animations of the urban inhabitants to the warning 
growls animals give before becoming aggressive, 
the Gothic formula has always been about creating 
atmosphere through subtlety. 

The game shows its dedication to this concept by 
how spartan its details are. The minimalistic HUD only 
has a health and mana bar at the bottom of the screen, 
interaction cues are a floating name with a simple 
brightening effect, while the inventory only takes a 
small part of the screen and does not pause the game. 

There is no flourish, only straightforward clean 
function, because the world of Gothic II can speak 
for itself. And what it reveals is a deadly world where 
going from zero to hero has never been as satisfying. 



Your character is a nobody that can barely take 
on some oversized rodents, thus people will harass 
or try to rob you, while running headlong into the 
wilderness will result in an early grave. The solution 
to this is to fight smarter, not harder. 

Most of the early game takes place in the 
aforementioned city of Khorinis and its urban 
quests allow for different approaches. Impressing an 
influential craftsmen by retrieving an Ore weapon 
sounds impossible given the power of these creatures, 
but going on a forest trip with a skilled hunter or 
investigating the rumour about a limping Ore that’s 
hiding in a cave after being shot by the guards 
might reveal new solutions that weren’t apparent at 
first. These alternatives are not hinted by original 
quest givers, thus giving a wonderful sense of 
interconnectedness to the entire experience. 

Stumbling into new quests that are linked with 
old or unknown ones makes the world of Gothic II 
feels like a tightly knit believable adventure, rather 
than the disjointed theme park with no quest overlap 
that most RPGs indulge in. This is further reinforced 
by the faction dynamic between the militia of the 
city, the landowners’ mercenaries and the mage’s 
monastery. All of this is complemented by the dry 
German dialogue that, while no literary masterpiece, 
does wonders when it comes to taming the generally 
sanguine elements fantasy stories love to indulge in. 

Just as the quests demand more from the player 
than just following instructions from point A to B, so 
does the combat encourage attention and observation 
rather than button-mashing perseverance. Both the 
player’s attack and defensive options are timing- 
based, your block move only lasts for a fraction of a 
second and attacks must be chained based on timed 
clicks for a combo to be pulled off. 









"The world of Gothic is much closer 
to reality - the way people talk, 
their motivations and surroundings, 
even down to the colour palette we 
choose, is all about creating a world 
that is a step away from the high- 
fantasy fare that we see so often in 
the genre." 


- Koi Rosenkronz, 
Gothic It's artist and composer 



Given the diverse number of enemies, each 
with their own animation sets, learning to duel 
successfully feels like an earned skill by the end rather 
than a reward for your avatars numbers going up. 
Of course, the combat wouldn’t be half as effective at 
feeling rewarding if it wasn’t for the world being filled 
with expertly crafted locations and hand-placed loot 
that makes it all the more satisfying when you finally 
beat that enemy that blocked the path 20 hours ago. 

Magic sidesteps a lot of the combat’s complexity, 
usually devolving into slinging your favourite damage 
spell or summoning an army of undead critters if you 
want to avoid fighting altogether. 

However, its merits lies in world-building and 
presentation. You don’t just pick the Mage class and 
start shooting fireballs left and right; you have to go to 
their monastery, pay an exorbitant entrance fee and 
then spend your time doing mundane quests before 
being allowed to practise the mystical arts. 



Gothic II keeps its predecessor's unique character system. 
You'll have to find trainers to improve your stats and skills. 


Just like its predecessor, Gothic II goes to great 
lengths to instil the mysterious and esoteric nature of 
magic and that it’s something that needs to be earned. 

A word of warning: every English release of 
Gothic II comes with the Night of the Raven expansion. 
It adds a new region and quite a few quality quests to 
the base game, but also raises the difficulty significantly 
in response to fan complaints. Newcomers should be 
aware that perseverance is key in the early parts. 

I’d lying if I said that Gothic II maintains its 
level of quality throughout; indeed, many fans like 
me bemoan the fact the end tends to degenerate into 
mediocre dungeon-crawling and exploration is a lot 
less satisfying. But even with that in mind, the game is 
still more than worthy of being experienced from start 
to finish for its still-unmatched, harsh-but-fair exercise 
in open-world design. One can only wonder how open- 
world RPGs would look like today if Gothic instead of 
The Elder Scrolls had shaped their progress. LL 

Mods: 

System Pack: A patch that updates the Gothic engine, 
allowing for better draw distances, higher resolutions, 
more stability and the use of several mods. 

D3D11-Renderer: A huge graphical update to the engine, 
adding more vegetation, dynamic shadows, better 
performance and other improvements. 

L'Hiver: A large mod pack that adds new items, enemies, 

HD textures, tweaks and features like hunger/thirst. 

It brings some heavy changes to the game, so might be 
better if kept for a second playthrough. 

Velaya - Tale of a Warrior: A popular fan-made adventure 
set after the events of Gothic II. It tells the story of a 
women in search of glory and lasts about 40 hours. 


The Gothic series 
has less combat 
than most other 
RPGs, but every 
single enemy is 
meaningful and 
can be deadly. 
They are used 
as objectives or 
obstacles, not as 
cannon fodder. 


There's a large 
community of 
Gothic players 
creating mods, 
but most are in 
German, at www. 
worldofgothic.de 
















The crafting 
system is very 
unique. There are 
only five types 
of ingredients, 
but each type 
features a wide 
variety of items 
and abilities. 


P rince ofQin is a fascinating game, with aspects 
both familiar and alien to a Western gamer. It 
seems to have been influenced by the Baldurs 
Gate series and Divine Divinity. Like Baldurs Gate , it 
is a real-time-with-pause, isometric CRPG in which 
you form a party of adventurers from a number of 
NPCs you meet along the way Like Divine Divinity , 
you can learn special abilities through skill trees 
in order to later perform them in combat via an 
expendable mana pool. Also like Divine Divinity , its 
commonly mistaken for just another Diablo clone. 

Despite these influences, Prince of Qin runs in 
a completely unique direction, using a magic and 
combat system based upon five elements (Fire, Water, 
Wood, Metal and Earth). In this five-element system, 
some elements are stronger or weaker against the 
others, similar to rock-paper-scissors or Pokemon. 
Each character in your party, and the enemies they 
fight, has an element associated with them, and so 
you have to keep this in mind in larger fights and set 
characters against opponents whose element they 
have an advantage over. 



Exploration is interesting since the enemies are 
fairly diverse up through the middle of the game, and 
many of the side-quests are long and related to the 
games historical lore. One aspect I found satisfying is 
that you can fail a quest if you do not make the correct 
decisions - it may frustrate some players, but its a 
gutsy move by the game designers to forces player to 
think about the consequences of the their actions. 

A poorer game design decision was the inclusion 
of respawning enemies in certain locations. I suppose 
they added those so that players could grind for 
experience if they so desired, but the creatures respawn 
so quickly that you party might get overwhelmed. 

The story itself is a revealing microcosm of ancient 
and modern Chinese culture. You play a prince called 
Fu Su, a historical figure from one of the many chaotic 
revolutionary periods of ancient China. The actual Fu 
Su died through nefarious political manoeuvres, but 
the story twists events slightly to enable him to survive 
and act against his conspirators. 

The game is still somewhat of an educational 
experience as the plot progresses based on true historical 
figures and events, full of tragedy, hope, betrayals, and 
regrets. At the same time, the reform-minded Fu Su is 
sometimes made to be a sounding board of the writers, 
criticising the plight of peasants and abuses of the 
ancient mercantile system with a voice that resonates 
more with modern liberal sentiment. 

The character class system follows the same sort 
of strange, but familiar behaviour as the rest of the 
game. Fu Su is a Paladin in-game, but that does not 
equate to the typical Poul Anderson sort of Paladin 
of Three Hearts and Three Lions fame that D&D 
ultimately adapted. Instead, a Paladin in Prince ofQin 
is a warrior with artisan skills, allowing Fu Su to craft 
special equipment through the game. 


312 




















The story offers a glimpse into Chinese culture, but the 
translation is wonky and the voice acting is quite bad. 



Classes have a linear progression, but there's a bit of 
wiggle room to customise your attributes and skills. 



It's important to carefully consider the elements of each In Seal of Evil, the prequel, you play as Lan Wei, who must 

character and enemy, as they'll heavily impact battles. find who killed her father and stop an impending war. 


The game features an excellent crafting system 
in which Fu Su can produce magic-infused weapons 
and equipment, often quite a bit more powerful than 
many special items you find during the course of the 
adventure. The decisions you make during the course 
of the adventure will also create some variation as 
the cast of NPCs available will be affected by your 
choices. Due to the diverse cast of NPCs available, 
and the randomness of dropped loot and created 
artefacts, the final composition of the party is going 
to vary incredibly from game to game. 

There are four more character classes, such as 
the well-named Muscleman, who specialises in melee 
combat and the summoning of creatures to help fight 
in battle. The Assassin character class is a helpful 
ranged combatant with trap-springing skills, and the 
Wizard is your elemental-based spell-slinger, firing 
artillery blasts from the back of the party formation, 
but in a twist he can also heal damage and status 
effects. Finally, there is the Witch who can also fire 
magical blasts from afar, but also has the capability of 
buffing your companions in battle. 


Although you are limited to five characters, you 
are not forced to have each character class represented 
in the party, and so you could have two Paladins, two 
Wizards and a Witch if you really wanted to roll that 
way. Without a Wizard, you have no healing magic 
and must really on different types of food to replenish 
health. Without an Assassin of appropriate skill, you 
will not be able to open every chest and find some of 
the uniquely powerful in-game. 

Prince of Qin also came with a multiplayer 
mode, where you could play a separate (and simpler) 
campaign, which could support up to 500 players 
playing in an MMO-like fashion. Its success, mainly 
in China, led to the release of the online-only stand¬ 
alone expansion Prince of Qin Online - The Overlord of 
Conquerors (2003) - later renamed World of Qin. 

Object Software would still release a great single¬ 
player prequel called Seal of Evil (2004), with more 
magical elements and a story showcasing events that 
led to the creation of the Qin Empire, and World of 
Qin 2 (2005), a fully fledged MMO. DT 


313 



















SW: KotOR was 
first released 
for the Xbox. It 
was the fastest 
selling game 
for that console 
at the time. 
The PC port 
came out five 
months later. 


Combat is real- 
time-with-pause 
and allows 
you to queue a 
set of actions for 
each character. 


K nights of the Old Republic not only is the first 
Star Wars CRPG, but is also a turning point for 
Bio Ware. Its the moment when it abandoned 
its PC roots in favour of more console-oriented games, 
which led to deep changes and simplifications - from 
the controls and UI to the combat and level design. 

Thankfully, despite some rather awkward design 
choices, KotOR provides ample entertainment with its 
enjoyable story, teeming with a sense of an adventure. 

The game takes place roughly 4,000 years before 
the movies, an era documented in the Tales of the Jedi 
comics. Here, the Republic is slowly losing the war 
against the Sith Empire - led by Darth Malak. Its an 
exciting setting, but its unfortunate that Bio Ware chose 
to use the modern Star Wars look seen in the movies, 
instead of the brilliant, rustic aesthetic of the comics. 

The player, a Republic soldier who discovers in 
himself an affinity to use the Force, goes on a journey 
during which the fate of the war will be decided. The 
game is particularly famous for its plot twist, although 
I think Bio Ware has failed to realise the full potential 
of it, as it can feel underdeveloped. 



Regardless, the plot and side-quests are great. 
KotOR delivers that overall feeling of a Star Wars 
adventure, both in content and themes, and does it 
gracefully, offering many choices which move you 
towards either the Light or Dark Side of the Force - 
ultimately resulting in a change of appearance and stats. 

During his adventures, the player will gather 
nine companions, with whom he’ll travel the galaxy 
aboard the starship Ebon Hawk - albeit only two of 
them can accompany him at a time. The prologue 
and the ending are linear, but the game opens up in 
between, giving players the opportunity to visit four 
planets and complete their quests in any order. 

The game offers many interesting places, like the 
planet Manaan, whose inhabitants are getting wealthy 
from exporting medical resources to both sides of the 
war. Fearful of showing any sign which may be seen as 
a preference for either of them, they desperately try to 
stay neutral in the ongoing conflict. We’ll also visit the 
Sith Academy on Korriban, where every student learns 
to betray another and those more advanced ones take 
courses in the fleeting art of double-crossing. 

Among your party members, certainly the most 
interesting is the old, former Jedi, Jolee Bindo. His 
positive attitude, wit, cynicism and wisdom comes 
out as a perfect mixture for an engaging companion. 
A fan favourite, the Assassin droid HK-47 is also 
enjoyable, although in this first game he feels a little 
like a one-trick pony. However, the main bad guy, 
Darth Malak, rings hollow, like some expendable 
villain of the week. 

Sadly, the combat is KotORs weakest aspect. It 
features real-time-with-pause battles, which allow you 
to queue actions for each party member - but anyone 
expecting complexity or tactical challenge similar to 
Baldurs Gate II will be gravely disappointed. 


314 



















"I thought we managed to pull 
off a twist that almost had the 
same impact as when Darth Vader 
revealed to Luke that he was his 
father. We used The Sixth Sense as 
a guide for how a good twist was 
pulled off. One of the lessons from 
that movie was that you had to 
leave enough clues that a sizeable 
percentage of the audience would 
figure out the twist before you 
revealed it. If you didn't leave 
enough clues, then the twist 
would ring false." 


- James Oh ten. 
Star Wars:KotOR's lead designer 


IVe coma hara to ash you. ptaasa. master Jadi, stop tha&a raidars and get 
revenue for my daughter. 



*1, [Forca Persuade] Your only purpose i5 to amuse me, Get out, 

1 2. [Persuadefile] There's a bounty on you, and I mean to collect It. 

1 3. (Force Persuade] You know you need to pay me- K 

4. Show some respect! I could kill you where you standi 

*5- Never mind- I didn't mean anything by it- 


The role-playing 
options are some 
of the best among 
BioWare's games, 
especially once 
you learn how to 
use the Force. 


The game offers a few different skills, but their 
choice is irrelevant, as any will work well enough 
against the enemies, who lack strong resistances or 
hard counters. Thus, there’s no need for a change of 
tactics during encounters, and only sporadically will 
you use some healing. All encounters practically play 
themselves until the final boss, when there’s a radical 
spike in difficulty. Keeping all weakness in mind, the 
sword/lightsaber fighting animations are top-notch - 
definitely combat’s strongest aspect. 

The soundtrack was composed by the famous 
Jeremy Soule and it’s full of pathos, yet subtly melodic. 
It’s fitting for the game and manages to touch player 
emotions while feeling very Star Wars-y. 

Overall, KotOR achieves everything it wanted to 
achieve. We may sometimes be disappointed that it 
didn’t aim higher, but that would be foolish, as it does 
provides a great experience. Besides, any desire for 
something more ambitious can be sated by its sequel. 



The game is based on the Star Wars Role-playing 
Game and uses D&D's d20 system, plus a morality bar. 


The feeling of Star Wars is very strong with this 
one, and it’s a game I highly recommend for anyone 
who prioritises story and dialogue above combat. 
Knights of the Old Republic also serves quite well as a 
first RPG, gently introducing new players to the genre 
conventions and sensibilities. JMR 


Mods: 

Brotherhood of Shadow - Solomon's Revenge: 

An amazing fan-made expansion, adds tons of new 
content, such as items, quests and even a companion. 

Yavin IV Planet Mod: Adds a new planet for you to 
explore, with a new dedicated storyline and quests. 

Grif Vindh's Roleplay Padawan Mod: Allows you 
to start the game as a Jedi Padawan and skip a good 
chunk of the game’s long tutorial. Great for a replay. 

Lightsaber Forms: Adds the seven lightsaber combat 
styles to the game, each with unique advantages. 



There are three mini-games in SW:KotOR: swoop racing, 
space turret battles and the popular Pazaak card game. 


315 

















You can read 
more about 
The Battle for 
Wes noth and 
freely download 
at www. 
wesnoth.org 


Attacks in 
Wesnoth have a 
controversially 
high-percentage 
chance of 
missing, which 
forces you to 
adopt tactics 
constantly but 
might frustrate 
some players. 


Recent fan-made 
campaigns such 
as 2018's To 
Lands Unknown 
greatly expand 
the game, adding 
new assets, rules 
and innovative 
mission types. 


I n 2003, David White released the first version of 
The Battle for Westnoth. Inspired by two Japanese 
titles, Master of Monsters and War song. Whites goal 
was to create a free and open-source turn-based strategy 
RPG with simple mechanics but deep gameplay. 

Since then, the project received contributions 
from hundreds of people, improving and adding to 
all aspects of the game, from the engine, to musical 
scores, art and several fully fledged campaigns. 



The secret behind Wesnoth is its deceivingly 
simple gameplay Units move in a hexagonal grid, can 
only attack adjacent enemies and the game has just 
one resource - money, which you gain each turn by 
controlling locations and use to recruit troops. 

Depth comes from the underlying nuances. 
There are terrain bonuses, multiple types of attacks 
and damage, unique attributes and alignments effects 
affected by the time of day. Units level up and can 
graduate to advanced classes, and the player is generally 
able to carry these units across multiple scenarios in 
a campaign - provided they survive. Maps are well- 
designed and offer surprises, challenging limitations 
and optional objectives. Its an easy-to-learn game, but 
very challenging to master. 

Wesnoth currently offers 16 “official” campaigns 
with over 200 scenarios, all set in the same timeline 
but varying in difficulty and player perspective. For 
example, In Heir to the Throne you take on the role 
of Konrad, a young prince fighting for his life and 
the restoration of his kingdom. In the difficult but 
rewarding Son of the Black-Eye campaign you play as 
Kapoue, an Ore chieftain. And in Under the Burning 
Suns you travel to Wesnoths far future in and guide 
your Elvish cohorts to a new home as they struggle to 
survive the rigours and danger of a hostile land. 

The game also has a very large and active 
multiplayer community and a truly immense collection 
of user-made content: original campaigns, custom 
factions, diverse multiplayer maps, etc. All these can 
be downloaded directly via the games built-in browser, 
although some content might require special setups. 

For its accessibility, content, price (free!) and 
support, The Battle for Wesnoth is a unique gem in the 
crown of CRPGs and a must-have for any fan of turn- 
based strategy RPGs or strategy titles in general. ZT 


316 













L ionheart was the last RPG published by Black 
Isle Studios, and many CRPG fans also know 
it as the only other game to be based around 
Fallout's SPECIAL ruleset, but those are just some of 
the unusual things about Lionheart. 

The game is set in an alternate reality where the 
execution of 3,000 prisoners by King Richard during 
the Crusades caused the “Disjunction”, a dimensional 
rift that brought magic and demons to our world. 

The story itself begins much later, in the 16th 
century After being arrested by the Inquisition for 
possessing magic, the player is attacked by assassins, 
then saved by none other than Leonardo da Vinci, 
here an Inventor/Wizard who shares a bond with you. 

Indeed, the game used historical figures as 
NPCs in crazy ways long before Assassins Creed made 
it popular. Da Vinci is just one of them - Galileo, 
Shakespeare, Machiavelli, Cervantes, Nostradamus, 
Joan of Arc and many others make an appearance. 

Players are eventually taken to New Barcelona, 
where they’ll meet the four main factions: the Knights 
Templar, the Inquisition, the Knights of Saladin and 
the Wielders. As you decide which one to join, their 
unique quests will allow you to briefly interact with 
this rather unusual world, exploring its oddities. 

It’s after the player leaves New Barcelona that the 
game takes a turn for the worse. Everything becomes 
a lot more linear, with the main quest turning into a 
series of dungeons and repetitive battles. 

Combat is real-time, similar to Diablo , but it’s 
very simplistic and can be a hurdle for those who 
didn’t carefully create their characters. This, combined 
with poor level and quest design, makes the game’s 
second half a boring path to a rushed conclusion. 

So what is good? The soundtrack is great, and the 
unique and beautiful art adds a lot to the atmosphere. 


But it’s the game world that seals the deal for those 
who enjoyed at least some portions of the game. Even 
after the rise of Kickstarter and indie games, Lionheart 
remains one of the wackiest CRPGs I’ve ever played. 

Regardless, Lionheart is not a great game. It’s not 
a good one either. It feels like a cancelled title that 
somehow was released. Those with zero expectations 
may be able to find some enjoyment, as I did, but it’s 
not a game I’d recommend anyone. FAX 



Modders made 
a widescreen 
patch for 

Lionheart. 

and those 
experiencing 
graphical 
glitches can 
use DxWnd 
to solve them. 


The unusual 
alternate history 
setting is rich 
and filled with 
historical figures. 
While dialogues 
have many 
choices at first, 
the game later 
descends into 
mindless killing. 


The game is 
based on Fallout's 
SPECIAL ruleset, 
with similar stats 
and perks, but 
removes most 
non-combat skills, 
and adds magic 
and four races. 


317 














70 

O 



N> 

■ 

O 


TRON2.0 was 
intended as the 
official sequel 
to the original 
TRON. However, 
Disney later 
released the 
TRON Legacy 
film sequel and 
tie-in TRON 
Evolution game, 
declaring TRON 
2.0 to now be 
an alternate 
universe story. 


Apart from the 
Identity Disc, all 
weapons use 
energy to shoot, 
requiring some 
extra tactics and 
thought when 
using them. 



T RON is a film that - despite being released in 
the summer of 1982, during a time crowded 
by other memorable science-fiction films and 
only being a moderate success - has endured for 
decades, inspiring many to become programmers, 3D 
visual artists and, of course, game designers. It was no 
surprise then when Disney used the 20th Anniversary 
DVD release of TRON to tease a follow-up to the 
movie - this time as a video game. 

TRON 2.0 places you in the role of Jethro “Jet” 
Bradley, son of Alan Bradley from the original movie. 
Like Kevin Flynn, Jet is digitised by a laser and sent 
into the electronic world, where he must learn to 
survive this new environment while helping Ma3a, 
the program responsible for digitising him. 

Developed by the FPS veterans at Monolith 
(Blood, No One Lives Forever, F.E.A.R.) most of the 
game plays as an FPS, with the player using the iconic 
Identity Disc and a variety of imaginative analogues 
to the standard weaponry - shotgun, sniper rifle, 
grenade launcher, sub-machine gun, etc. - all based 
on geometric primitives (Disc, Rod, Ball, Mesh). 



The Identity Disc stands out among the other 
weapons - it ricochets, can block enemies discs and 
the player is able to finely control it with the mouse, 
guiding its launch and return paths, and how quickly 
it returns. This allows for many satisfying trick shots. 

The other defining feature of TRON 2.0 is the 
character upgrade system. It introduces a role-playing 
element, and often has fans referring to the game 
as a a Deus £x-lite”. As you play, you’ll come across 
subroutines - the TRON 2.0 version of upgrades - 
which can be placed in Jet’s “memory block” slots. 

These subroutines range from protective armour 
to new weapons, weapon modifiers (throw multiple 
discs, drain health, deal poison damage, etc.) or even 
utility skills (jump higher, walk silently, scan enemies, 
etc.). Each requires a set number of memory slots, 
but can be upgraded (from Alpha to Beta to Gold), 
becoming more efficient and smaller in size. 

Jet’s memory block slots constantly reconfigure 
themselves in arrangement and capacity as he travels 
through various systems, forcing players to strategise 
and adapt their skills as they play. New subroutines 
can be incompatible, empty blocks can become 
corrupt and there’s always the danger of a virus 
infection attacking them. To solve this, you can port, 
defrag and disinfect the subroutines - all which takes 
time and can be decisive during a firefight. 

As Jet completes objectives, he continually 
earns build points (the game’s version of XP). At 
every milestone of 100 build points earned, Jet gains 
a version number and the player can improve his 
performance: increasing his health, energy, weapon 
efficiency, processor (port, disinfect, defrag speed) 
and transfer rate - the speed in which he downloads 
permissions (keys), e-mails (that flesh out the story), 
subroutines, health and energy from various sources. 


318 





"Without a doubt, the artists and 
level designers on the TRON 2.0 
team successfully captured the 
essence of TRON. Not only do the 
characters and environments look 
like those found in the movie, but in 
some cases surpass them. The art 
direction of TRON 2.0 really stands 
out as one of the primary attributes 
of the game, especially with the 
recent trend toward hyper-realistic 
military games. TRON 2.0 is a fresh 
alternative." 


- Frank Rooke, 
TRON 2.0's lead gome designer 



Everything in 
TRON 2.0 is 
well-tied to the 
theme. Instead of 
looting items, you 
download them 
from archive bins 
at the cost of 
energy. Some of 
those can even 
contain a virus. 


The continuous FPS action is occasionally broken 
up by Light Cycle races that very closely emulate the 
ones seen in the TRON movies. But it introduces 
power-ups that can be picked up by the player on 
the grid, adding new elements of strategy and luck in 
helping to defeat AI Light Cycle opponents. 

The environments brilliantly walk the fine line 
between paying homage to classic TRON , while at the 
same time updating them with a richer, more detailed 
look. Monoliths pioneering and extensive use of 
Bloom here is more than just a gimmick, reproducing 
the neon glow the film is known for. Two conceptual 
artists from the original TRON movie, Richard Taylor 
and Syd Mead, were consulted; and the movies 
director, Steven Lisberger, had an (uncredited) 
involvement in the creation of the games story. 

The excellent soundtrack is also quite faithful, 
with themes that use the work of TRON s original 
composer, Wendy Carlos, as a motif. 



The System Memory screen, where subroutines 
are managed and your stats are increased. 


So if you’re looking for a title that’s not quite 
an FPS, not quite an RPG - and a love letter to the 
original TRON in every way - give TRON 2.0 a try. 
Littered with computer jargon, clever puns and 
direct references to the film, it’s a fondly remembered 
favourite with most fans. Furthermore, thanks to its 
setting and art style, it hasn’t aged or become dated in 
the same way many other titles do. RTR 

Mods: 

The site www.ldso.net hosts a community forum, and 
their team creates many of the mods for TRON 2.0 - 
both for Steam and the original retail release. 

Killer App Mod: Adds widescreen resolutions, restores 
the broken online multiplayer, and many other features, 
including content that was exclusive to the Xbox. 

User Error: A fan-made series of original single-player 
missions with new stories and protagonists. 



Light Cycle races are part of the campaign, but can also 
be played in tournaments with customisable rules. 


An expansion 
for TRON 2.0 
and a TRON 
3.0 game were 
planned, but 
later cancelled 
in favour of the 
TRON Legacy 
movie and its 
tie-in game. 


319 











Troika proposed 
a sequel to ToEE 
based on the 
Queen of the 
Spiders super 
module, as well 
as licensing the 
game's engine 
to Obsidian so 
they could create 
Baldur's Gate III. 
Sadly, Atari never 
followed up on 
any of these 
proposals. 


From its gridless 
movement to the 
myriad of combat 
manoeuvres 
available, ToEE 
offers plenty of 
tactical choices. 



T he Temple of Elemental Evil (aka ToEE) is 
based on the namesake classic pen-and-paper 
module - written back in 1985 by Gary Gygax 
and Frank Mentzer for the first edition of Dungeons 
& Dragons - now translated to the 3.5E D&D system. 
Aside from that, you can say one thing about Troika: 
they did their darnedest to stay faithful both to the 
P&P module and to the tactical turn-based D&D 
system - for better and worse. 

If there’s one thing ToEE excels at, it’s the combat 
system - they nailed it almost perfectly. You get to roll 
up your party, and deck them out with high-fidelity 
renditions of the system’s basic classes - 11 in total. 

Couple that with the myriad feats available to 
customise characters and half the fun of the game 
becomes concepting the members of your band of 
adventurers: maybe create a Druid who specialises in 
augmented summoning; an agile trip-focused Fighter; 
a near-invisible Rogue archer who scouts ahead and 
lands devastating sneak attacks while cloaked; or 
perhaps an Evocation specialist Wizard (which spell 
schools should I sacrifice? Decisions, decisions). 



Once cast into the game itself, you are provided 
with a wide variety of tactical manoeuvres: you 
can play with your initiative to tailor your party’s 
attack sequence, so you can milk that extra Attack of 
Opportunity. Efficiently position characters to obtain 
flanking bonuses (or negate the AI’s). Ready an action 
vs. Approach as you anticipate and interrupt an 
oncoming attack from a particular vector (before they 
get to your squishy Wizard). Various levers and pulleys 
that help you shift focus to something at the expense 
of another - do I use Charge Attack to swiftly engage 
in melee, at the expense of an Armour Class penalty in 
that round? Or do I hold the line and Fight Defensively, 
boosting my AC at the expense of my to-hit chance? 

On top of that, you have the game’s vast library of 
spells to complement your strategies: Enlarge Person 
on that fighter so the chances of tripping opponents 
become more favourable, not to mention that 
increased reach which affords you those sweet extra 
attacks from that Cleave feat. And the havok you can 
wreak with those overpowered charm spells! YES! 

Unfortunately, ToEE is also a very flawed game. For 
one, it was very buggy on release - it took two official 
patches and years’ worth of fan-made patches to fix 
up and polish the game. The biggest disappointment, 
however, is in the role-playing department. 

Troika had, up until that point, a reputation for 
brilliant RPG worlds: vast, open, fleshed out, rife with 
plots and subplots and well-thought-out interaction 
with the inhabitants, history and lore. These were the 
guys who brought us Arcanum and Fallout , after all! 

As it turned out, ToEE had very little of that, and 
the threadbare story it did have pretty much dissolved 
at the mid-game stage, when you were left with not 
much to go on beyond “there’s this Temple here, uh, 
kill it or something”. 


320 












"When the opportunity to do 
D&D 3E came up, I sat down with 
my entire collection (100+) of 
modules and tried to decide which 
one I wanted to do. The module 
had to be one I enjoyed playing 
(of course), but it also had to be 
big enough to feel 'epic'. Many of 
the modules that fit the bill were 
Greyhawk modules, which I had 
grown up playing with AD&D." 

- Tim Coin , 
To EE's lead designer 



The village of 
Hommlet is huge, 
and some NPCs 
have interesting 
quests and 
stories, but the 
focus of the game 
is the tactical 
combat. 


To be fair, ToEE can be credited for being very 
free-form - you can ally with various factions, 
backstab them, or just skip them entirely. It also made 
a valiant effort at establishing party motivation via 
short introductory vignettes/alignment-based plots, 
and making companion NPCs have agendas of their 
own. It just fails at properly executing these, and this 
is one area that mods couldn’t save. 

There is one other major strength to ToEE that 
no review should leave out - it’s freaking gorgeous! 
The 3D character models over beautiful pre-rendered 
2D backgrounds approach proved itself back in 2003, 
and it’s no wonder it has made a comeback in recent 
Kickstarter RPGs, such as Pillars of Eternity. 

Despite its botched release, ToEE remains dear to 
many, having also been cited as highly influential by 
developers like Larian Studios. Even now, more than 
a decade after its release, fans continue hammering 
away at it, creating and polishing mods. 



D&D's magic system is fully employed, with hundreds of 
spells and even meta-magic feats like Empower Spell. 


ToEE is a game you would keep coming back to, 
in no small part due to the game’s dedicated modders, 
but honestly also because there weren’t many games 
of its kind being released for a long period of time. 

Overall, it’s great if you’re looking for a tactical 
combat romp, but if you’re after a fully fledged RPG 
experience, you may want to look elsewhere. SA 

Mods: 

Circle of Eight Mod Pack: This huge mod pack 
includes countless bugfixes and improvements, plus a 
great deal of extra optional content, including higher 
character levels and content. Don’t play without this. 

Temple Plus: This project aims to expand the game’s 
engine, allowing for further modification and bug fixing. 

Keep at the Borderlands: A total conversion mod 
based on another of Gary Gygax’s classic D&D modules. 

It has a heavier focus on the role-playing aspect, with 
elaborate quests and many factions to deal with. 



The Keep at the Borderlands mod adds many dialogue 
checks and choices to ToEE's combat-heavy gameplay. 


ToEE didn't 
get official 
modding tools, 
but the game's 
editor was 
accidentally 
released in the 
Polish version 
of the game. 


321 









































Those who wish 
to play DE:IW 
can edit the 
game files to 
get widescreen 
resolutions 
and higher 
FOV. We also 
recommend 
John P's Unified 
Texture mod. 


Your missions are 
delivered directly 
to your screen. No 
matter who you 
side with, every 
faction will be 
constantly begging 
for favours. 


Invisible War 
introduced a 
shared ammo 
system, where 
all guns use the 
same universal 
ammo, but 
in different 
amounts. 


C ompared to the golden era that was the late 
90s, the 2000s were somewhat deluded times, 
especially for CRPG fans. It was a period 
tainted by the “death of PCs”, the closing of beloved 
studios and a shift towards multi-platform releases, 
with console-oriented design trends taking over. 

While these changes are noticeable in several 
games, nowhere are they more notable and frustrating 
than in the infamous Deus Ex: Invisible War. 



Set 20 years after Deus Ex, you play as Alex D. 
(who can be a man or a woman), an augmented agent 
who escapes his/her training facility to investigate a 
terrorist attack that destroyed Chicago. 

Creating a sequel to one of the best games of all 
time would be difficult in any scenario, but Ion Storm 
began on the wrong foot - a multi-platform release. 
Simply put, the Xbox couldn’t handle the large areas 
of the original game, so they had to scale things down. 

Replacing the large, open locations with small 
areas interrupted by constant loading screens wasn’t 
just disappointing - it killed exploration and made 
the multiple routes feel like pointless cosmetic choices. 
With no room for elaborate alternative paths, it boils 
down to “pick locked door” or “go into air vent nearby”. 

A lot of streamlining was done as well - items, 
inventory and bio-mods were drastically reduced, 
while the RPG-like skills were removed altogether. 

Game director Harvey Smith later summed it 
up best by saying they tried to fix what people didn’t 
like in Deus Ex and forgot to focus on what they did 
like. A good example is the plot. The original game 
was elaborate and full of twists, although very linear. 
Invisible War offers two competing factions and you 
can pick sides, but the plot is an uninspired mess. 

Moreover, any choice the player makes is quickly 
forgotten in favour of “player freedom”, e.g. if you betray 
a faction, it will send men after you. Once you dispatch 
them, the faction goes, “hope you learned your lesson, 
don’t betray us anymore, please do this new quest”. 

Deus Ex: Invisible War is not a horrible game. 
There are glimpses of creativity and the core gameplay 
can still be fun, even in such limited scale. But it’s a 
horrible sequel to Deus Ex, and became a poster child 
for the compromises that PC games suffered when 
transitioning into multi-platform releases. FE 


322 
















K ult: Heretic Kingdoms (aka Heretic Kingdoms: 
The Inquisition in the US) began with 3D 
People developing an isometric Action RPG. 
To stand out among the many “Diablo clones” of the 
early 2000s, they partnered with International Hobo, a 
game writing and design consultancy company. 

This little backstory seems key to understanding 
why Kult feels like two different games inside one. 

Clearly influenced by Michael Moorcock, it tells 
of a world where an ancient hero killed God. His blade 
became infused with god-like powers, and later one of 
his descendants used it to conquer the land, imposing 
a brutal theocracy. He was eventually defeated, and to 
stop another theocrat from rising, the sword was hidden 
and an Inquisition was formed, seeking to destroy all 
religions that might grow to oppress humanity. 

You play as Alita, an apprentice to the High 
Inquisitor - but also a descendant of the ancient hero’s 
bloodline. During your adventures you’ll learn more 
about these past events, of your own order and of those 
seeking to resurrect God, in an morally ambiguous tale 
with multiple endings (based on a last-minute choice). 

Kult also has great world-building, with all quests 
and NPCs having their own reasonable motivations. 
You’ll hear about refugees from neighbouring countries, 
tribal caste systems, prostitutes fleeing slavery, etc. 

What dooms Kult is that all this is trapped inside 
a very poor Action RPG. Combat is slow, tedious and 
extremely unbalanced (some skills are plain broken), 
map design is poor and monsters barely have any skills 
or abilities - even the bosses just run at you. 

The skill system is similar to some JRPGs, where 
each equipment piece can teach a new skill if you use it 
enough. Sadly, most skills are dull passive bonuses and 
the few magic spells are all automatically cast, so you’ll 
just right-click on enemies the whole game. 


Kult is a game in conflict with itself - at one point 
you’ll be playing a low budget Diablo clone; at another 
you’ll be exploring a large city full of NPCs, uncovering 
secrets of the past and taking sides in a faction war 
between thieves, with barely any killing involved. 

The good news is that Kult is short (6-8 hours), 
and doesn’t overstay its welcome. As such, it’s worth 
giving it a chance - you’ll likely enjoy most of its good 
parts before tiring of the bad ones. FE 




Kult got an 
unexpected 
sequel in 2014 
with Shadows: 
Heretic Kingdoms, 
a party-based 
Action RPG set in 
the same world. 


You learn new 
skills from 
equipped gear, 
but they might 
have special 
requirements, 
such as using 
a fire-based 
weapon and 
no armour. 


Your character 
can freely shift 
into a shadow 
version of the 
current area, 
meeting ghosts 
and battling 
demons for XP 
and skill bonus. 
























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Sacred 2 is 
famous for 
featuring the 
heavy metal 
band Blind 
Guardian. 
They provided 
the game's 
main theme. 
Sacred Worlds. 

and upon 
completing 
certain quests 
you can watch 
them perform 
it in-game. 


Some characters 
have very unique 
abilities-the 
Dwarf is the only 
one that can 
use guns, the 
Vampiress has 
two forms, the 
Daemon can fly 
over obstacles, 
and so on. 



I n the early 2000s, a small German company named 
Ikarion was developing Armalion, an Action RPG 
based on the highly popular German tabletop RPG 
The Dark Eye (Das Schwarze Auge). The company 
eventually went bankrupt, but the unfinished game was 
bought by Ascaron, known for its soccer management 
series Anstoss. Dropping the Dark Eye license, Ascarons 
subsidiary Studio II continued developing the game 
and published it in 2004 as Sacred. 

The game is unmistakably based on Diablo 2. Its 
an isometric Action RPG with six heroes: Battle Mage, 
Dark Elf, Gladiator, Seraphim, Vampiress and Wood 
Elf (plus Daemon and Dwarf in the expansion). They 
learn and improve passive skills upon levelling up, but 
each hero’s unique powers is taught and upgraded by 
runes. Instead of mana, these powers are all cooldown- 
based, and can be connected to form combos. 

There’s also multiplayer (though you’ll need to use 
Hamachi now), five difficulty modes and, of course, 
tons of loot to collect - normal, magical, rare, uniques 
and item sets. This may sound like a generic Diablo 
clone, but the charm of Sacred lies in the details. 



Sacred features an extensive open-world map, 
with most of it being freely accessible from the start. 
It’s packed full with side-quests, towns, NPCs, caves, 
dungeons and secrets to uncover. To explore this vast 
world, you can buy horses and actually fight while 
riding them - they decrease your attack speed, but 
offer stat bonus and are great for ranged characters. 

The graphics blends pre-rendered backgrounds 
with fully 3D characters, and, while they may look 
somewhat dated and pixelated up close, the 3D models 
have great animations and enemies all wear diverse 
weapons and gear, besides the usual palette-swapping. 

This attention to details is constant, and the devs 
also included many easter eggs, references and their 
own sense of humour. You’ll hear amusing taunts from 
monsters, read funny tombstones, meet developers and 
beta testers, drag a runaway groom back to the church, 
wield lightsabers and even visit a recreation of Diablo' s 
Tristram. With all that, the shortcomings of its bland 
story are almost forgotten. You’ll find yourself excusing 
“just one more quest” or “just one more level-up”, while 
addictively searching for more treasure. 

Despite a rather buggy initial release, Sacred was 
a huge hit, selling over two million copies worldwide. 
This success rescued Ascarons finances and funded the 
Underworld expansion, which adds two heroes and 
many areas, items and enemies. Eventually, the sequel 
arrived in Sacred 2: Fallen Angel (2008). 

The game now uses fully 3D graphics, and while 
the core gameplay was carefully maintained, there are 
some big changes. Of Sacred's classes, only the iconic 
Seraphim was kept - the other six classes are all new, 
such as the cybernetic Guardian, or the dark Inquisitor. 
Two campaigns are now available, Light and Shadow, 
which change your role in the game - either as saviour 
of the land or as the source of its problems. 


324 












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the team that created Sacred 1 
and Sacred 2 was some sort of 
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that so many different people are 
forming a team that's so balanced 
and full of positive energy. Chaotic 
creativity against analytical thinking, 
boldness of the rookies against 
coolness of seasoned developers, 
everything in this team seemed 
to be in equilibrium. Get a load 
of this: we even had artists and 
programmers talking to each other! 
Mindboggling, isn't it?'' 

- Franz Stradal, 
Sacred's project lead 


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Sacred 2 was also released for the PS3 and the 
Xbox 360. The gameplay became somewhat easier to 
fit the consoles but Sacred 2 s real flaw is an apparent 
lack of flow. The world is huge, but lacks a sense of 
pacing and atmosphere, while the main quest doesn’t 
convey the story very well. And, unfortunately, some 
bugs also found their way back into the sequel. 

Still, Sacred 2 expanded upon the previous game, 
with more depth to character progression, more 
loot, set items, mounts and multiplayer options. The 
improved graphics and sounds are also pleasing, 
though the camera can take some time getting used 
to. Once again Ascaron’s typical humour is present, 
with even more easter eggs, references, silly loading 
messages and odd items like Jason’s mask. Overall, 
you’ll find devout fans for both Sacred 1 and 2. 

Sadly, while Sacred 2 sold well, Ascaron spent 
far too much time and money developing it. They 
would still release the Ice & Blood add-on, with two 
extra regions and the Dragon Mage as new character, 
but the company was dissolved soon after. 



Sacred 2 went fully 3D and added more system depth, but 
the game's vast world isn't as well-designed and paced. 


The Sacred brand was still strong, so Deep Silver 
bought the series’ licence. Their first release was a 
small spin-off project called Sacred Citadel (2013). 
A side-scrolling beat em up, its reviews were rather 
mixed and the game had little to do with the Sacred 
series, being quickly forgotten after its release. 

Sacred 3 arrived in 2014, but sadly it was a huge 
disappointment. Key features such as the vast open 
world, countless quests and ample loot were dropped 
(in fact, there’s no loot!) in exchange for a multiplayer 
arcade-like hack-and-slash divided into linear stages. 
The game’s dialogues are especially frustrating - a 
poor attempt at replicating the series’ humour, they 
end up as a barrage of witless, sarcastic quips that are 
more disheartening than the game’s own mediocrity. 
The game was widely bashed by reviewers and fans 
alike, bringing the Sacred series to its lowest point. 

Regardless, the passion for the first two games 
remains, their light-hearted humour and open-world 
design still a thrill. Anyone into Diablo should do 
themselves a favour and give Sacred 1 and 2 a try. MHO 



Sacred 3 replaced the series' formula with a multiplayer 
arcade-like hack-and-slash and was very poorly received. 


Passive skills 
are learned and 
improved by 
levelling up, but 
to acquire and 
upgrade abilities 
you must find 
special runes. 


Sacred 2's 
Community 
Patch is highly 
recommended, 
as it fixes 
many bugs and 
adds cool new 
items. Also 
consider the 
Free Camera 
mod and the 
Diablo 2 Fallen 
mod, which 
overhauls the 
game with 
D/ob/o-inspired 
classes and lore. 


325 
















Fable was first 
released in 
2004 for the 
Xbox. The PC 
port came in 
2005, renamed 
Fable: The Lost 
Chapters and 
featuring extra 
content. 


Misbehaving inside 
towns will result 
in fines, and the 
guards will try to 
make you pay. But 
you can ignore 
that, murder 
everyone and buy 
their now-vacant 
houses and shops. 


T alking about Fable , unfortunately, is impossible 
without talking about its creator, the famous 
Peter Molyneux, and his ludicrous promises. 
Fable was hyped to the high heavens as an innovative 
RPG, an extensive simulated world where the years 
would pass, your character would age, form a family, 
the sons of murdered enemies would swear revenge 
and, famously, you would even be able to plant an 
acorn and see it grow into a tree in real time. 

Unsurprisingly, the game didn’t deliver all it 
promised, and more than a decade later that still 
taints any debate about the title. Which is a shame, 
since Fable is an excellent - if limited - game. 

Designed for the original Xbox, Fables isn’t 
aimed at hardcore RPG veterans. Molyneux set out 
to create an RPG for all audiences, taking elements 
from The Legend ofZelda , Knights of the Old Republic 
and even from The Sims. The result is a streamlined 
Action RPG, where players will make binary moral 
choices and endure the consequences, while travelling 
across a simulated fantasy world that, while not as 
revolutionary as promised, is still quite reactive. 



You begin as a child, just as your village is raided 
and your family murdered. Rescued by a wizard, you 
are accepted at the Heroes’ Guild, where you’ll learn 
melee combat, archery and magic. These are tied to 
three stats - Strength, Skill and Will, respectively - 
which are the core of Fable’ s character system. 

Every enemy you kill or quest you complete 
wields XP, but you’ll also gain extra points for how 
you act. Using magic wields Will Experience, which 
can only be used to improve Will-related skills. Thus, 
by casting spells you’ll learn new ones and become a 
better mage, and the game will reflect that visually. 

You’ll exit the guild as a weak, skinny teenager, 
but your appearance will change as you play. You’ll 
grow larger as you raise your Strength, taller as you 
raise your Skill and, if you focus on Will, arcane signs 
will appear over your body and begin to glow. Even 
more, you can grow fat by eating too much food, gain 
scars as you get injured, get a tattoo, cut your hair and 
beard, and even grow horns if you become too evil. 

These details are where Fable excels. The game’s 
simulation is in fact a collection of countless small 
systems that, while shallow and unimpressive on their 
own, bundled together create an immersive illusion. 
For example, you can marry almost any NPC in the 
game, by flirting with them, taking them to a house 
you purchased and gifting a wedding ring. You can 
even get divorced afterwards, and other NPCs in the 
street will comment on how unfortunate that is. 

It all sounds very impressive, but looking closely 
you’ll see the obvious limitations of the system. You 
can only interact with NPCs by choosing a limited 
set of expressions, such as “Flirt” or “Sexy Hero Pose”, 
getting married serves no purpose, buying houses is 
almost useless and NPCs have just one or two lines to 
say for every important action you perform. 


326 















"I think it's fantastic that people 
still remember Fable, and some of 
them are really passionate about 
it. For me, going back to Fable is a 
terrible experience. I look at it and 
at best I would call it fractured. I 
don't think the story is compelling 
enough, the game mechanics 
weren't tremendously fun, the 
pacing is totally off, the tutorials 
were awful. I think the combat got 
too 'samey' after a while. There's 
a whole list of problems that make 
me grind my teeth." 

- Peter Molyneux, 
Fable's creator 



Interactions are 
limited to a few 
expressions and 
poses. NPCs will 
mostly cheer and 
admire a good 
hero or flee in 
terror from a 
dark hero. 


This reactivity, while mostly illusory, can be fun. 
Its quite gratifying to come back from a quest and be 
cheered and applauded as you walk into a tavern, with 
NPCs commenting on how you acted. The excellent 
soundtrack and the colourful art style add a lot to this, 
giving a light-hearted tone to the game. Overall, it still 
looks good, and natively supports HD resolutions. 

What haven’t aged well are the small and linear 
areas. Instead of offering in a huge open world, Fable 
is divided into small interconnected areas, separated 
by a loading screen. Another flaw is the save system, 
which doesn’t record your progress mid-quest. 

Fable also offers very few weapons and armour 
to play with, and is quite easy and unbalanced. While 
that will frustrate players looking for a challenge, the 
game tries to compensate by offering plenty of secret 
treasures to find and a clever “boast system”, allowing 
confident heroes to add extra challenges to quests, 
such as completing them without using weapons. 



Boasts allow you to wager being such an epic hero you 
can complete a quest with extra handicaps or objectives. 


After Fable s release, Peter Molyneux apologised 
for over-promising and claimed it happened because 
he was too excited with the project. The concept is 
indeed exciting, and even with many parts of it being 
underdeveloped - especially the stealth system and 
the consequences to some of your decisions - it’s still 
a unique, and often exciting, game to play. 

While you won’t get the extensive role-playing 
options of something like Arcanum or Fallout , Fable 
offers an accessible, visually charming and instantly 
gratifying RPG experience. It’s a good introduction 
to the genre, while also offering a few secrets and 
optional challenges for experienced players. FE 

Fable: Anniversary Edition: 

In 2014, Lionhead Studios released a remake of Fable , 
called Fable: Anniversary Edition. It features a new 
difficulty mode, better save system, updated graphics 
and mod support. Unfortunately, the PC port is a 
mess, with a confusing interface that has no mouse 
support, longer loading times and an exaggerated 
amount of post-processing. Unless you intend to play 
with a controller or mod it, stick to the original game. 



The remake adds heavy post-processing and a subdued 
palette, which clash with the original's colourful art style. 


Fable has a 
very small mod 
community, 
but it made 
some nice 
new items and 
rebalance mods. 
You can find 
them at www. 
fabletlcmod.com 


327 
















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The European 
and North 
American retail 
versions of 
Space Rangers 2 
came with a 
expansion pack 
called Reboot, 
plus the original 
Space Rangers 
game. 


I have to hand it to the Russians - when they make 
video games it feels as if they create something 
they really wanted to play, rather than a soulless 
product designed by a marketing committee. 

Space Rangers 2 is solid evidence of this. A space 
exploration RPG, it takes a kitchen sink approach, 
tossing in arcade space fights, resource trading 
managers, real-time strategy battles, a faction popularity 
system, Choose Your Own Adventure gamebooks and 
more. Game design such as this shouldn’t work, as it 
appears to lack a tightly woven, cohesive experience. 
But how wrong that assumption is, and how fun is the 
diverse open-world experience contained here. 

The game is set in a fictional universe where 
several alien races are fighting for their survival 
against the Dominators - three factions of a robotic 
species intent on ruling over all organic life. It’s not as 
if the alien races are providing a united front, however, 
as often each race runs its own defined territory, and 
each planet inside these territories has its own focus 
on industry and system of government. 


Since the planets in the game are so diverse, the 
prices of their goods and commodities also range 
greatly from planet to planet, resulting in a significant 
amount of trade in legal and illegal materials despite 
ongoing interstellar war. Piracy is also a factor, and it 
is not rare to see one trade ship with decent guns and 
shields target a richer, but less armed trade ship. 

Amidst this chaos, the aliens races create a 
loose confederation in order to deal with both the 
growing presence of pirates and the invading forces of 
the Dominators, forming an interstellar police force 
known as the Space Rangers. This is where the player 
comes in, creating a character who is a trainee seeking 
graduation into the ranks of the Rangers. After some 
tutorial missions, the player is set loose into the open 
universe in order to do... well, whatever the player 
feels like doing really. 

As mentioned before, Space Rangers 2 is quite 
open-ended and full of diverse activities. Initially the 
player will want to earn funds in order to beef up his 
spaceship or to purchase a new and better vessel. 



There are five races and five classes to play, and each 
combination has different ships and relationships. 



There are various ships, with lots of equipment, skills, 
artefacts, personal traits and even trophies to pursue. 


328 






















"One of the things we really enjoy 
about it is the variety; it really 
pulls something from just about 
every genre out there and rolls it 
up into one really great game. It's 
not just about turn-based space 
combat, or RTS robot battles. It 
is an RPG with you customising 
your character's abilities to create 
just the character you want, it's 
an adventure game where you 
explore an immense living and 
breathing universe, it's a game 
that's packed with hidden details 
and things to discover!" 

- Dovid Mercer, 
Space Rangers 2 producer 



To do this, the character can take missions to 
hunt pirates or protect convoys. Alternatively, he or 
she can decide to be a miner of asteroids, a trader 
of commodities from planet to planet, or perhaps 
engage in a little of that piracy action. 

There are also elaborate “side-games” inside the 
main space game. Ground combat missions hearken 
back to the RTS games like Command & Conquer , 
complete with vehicular combat, tower defense and 
resource-gathering. And the several CYOA text-based 
scenarios range from stealing a spaceship to escaping 
from prison or simply managing a sky resort. 

Since there are so many various factions in the 
game and ways to interact with them, the player will 
find his popularity changing through his decisions. 
For instance, if he saves a member of a certain faction 
from a pirate attack, then the aided faction will trust 
the player more, while pirates will see him more as a 
threat and may start attacking him on sight. 


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You'll face amusing Choose Your Own Adventure mini-games, 
such as escaping prison or running an election. 


You truly get the feeling that the developers 
were themselves gamers that worked passionately to 
create something inspired by games that were popular 
when they were in school. 

There is a sandbox charm to Space Rangers 2, 
as, despite the constant battles and invasions, the 
Dominators will never completely conquer the galaxy. 
Therefore, the player can take his time exploring, 
questing, upgrading, fighting and enriching at his 
own pace, enjoying this unique game, full of charm, 
danger and a sprinkle of zaniness. DT 

HD Version: 

In October 2013, a new version of Space Rangers 2 was 
released on Steam: Space Rangers HD: A War Apart. 

It adds a lot of content, such as new text adventures, 
quests, equipment, planetary battles and a new 
sub-plot regarding a pirate threat to the galaxy. 



When fighting RTS battles on planets, you can design 
your own custom troops and even directly control them. 


Space exploration 
and combat 
are turn-based, 
and you can 
contact allies and 
enemies at any 
time to trade, 
make requests 
or join forces. 


329 








































Sudeki was 
first released 
for the Xbox 
in 2004, then 
ported to PCs 
in 2005. 


The ranged 
characters battle 
in first-person, 
while melee ones 
fight in third- 
person. Each hero 
also has access to 
unique skills and 
powers. 


Each level-up, 
you can increase 
one of your stats 
or learn a new 
skill. You can also 
add runes to 
your equipment, 
giving it new 
abilities. 


T he first time I heard about Sudeki , it sounded 
like a joke on gamer stereotypes: Microsoft 
wanted a big RPG for the Xbox audience, so 
Climax Studios made them a FPS/JRPG hybrid. 

Heavily advertised as a revolutionary title, this 
now-forgotten game is actually a modest Action RPG 
starring four young characters: Tal, a reckless knight; 
Ailish, a princess with magical powers; Buki, a bestial 
huntress and Elco, a gun-wielding scientist. 



The game’s defining feature is its unusual combat. 
During battles you control one character at a time, but 
can instantly swap between them. The melee fighters 
play like a third-person Action RPG, timing attacks to 
create combos. The ranged characters, however, play 
like a first-person shooter, with multiple weapons that 
vary in damage, range and firing speed. 

Outside combat, each hero also has an ability used 
to solve puzzles: Tal pushes crates, Ailish dispels illusions, 
Buki climbs certain walls and Elco has a jetpack. 

Sadly, the game’s world is very small and linear, 
with no real exploration. Areas are just long corridors 
filled with loot barrels and maybe one dull NPC, plus 
many obvious “combat arenas”: you enter them, the 
doors close and some level-scaled enemies spawn. 
Kill them all and the door opens. Rinse and repeat. 

It feels underwhelming; a feeling that permeates 
the game as a whole. Sudeki has a nice list of features 
- two combat systems, magic skills, special summons, 
equipment upgrades, large boss battles, secrets, etc. - 
but they all lack in depth and quickly grow stale. 

Luckily the game doesn’t overstay its welcome, 
lasting only about 10-12 hours. This keeps things 
always moving, but also accentuates how paper-thin 
the plot is and how one-dimensional its heroes are. 

If the writing is poor, the visuals are among the 
best the original Xbox produced. Characters may have 
an uncanny “Western anime” look, but everything else 
has a pleasing, colourful art style. The landscapes are 
especially pretty, and the soundtrack does a great job 
at giving personality to the world. It’s a shame that it’s 
such a small and limited world. 

Much like Fable , Sudeki comes from a time when 
many Xbox owners were just discovering RPGs. It’s 
accessible, simplistic and definitely not made for CRPG 
veterans, yet can still offer a fun little adventure. FE 


330 





























O ne of the big mid-2000s trends were hack- 
and-slash Action RPGs for consoles, such as 
X-Men Legends , Baldurs Gate: Dark Alliance , 
Champions ofNorrath and Demon Stone. 

They were such a guaranteed hit that Interplay 
cancelled its PC-exclusive Fallout 3 (aka Van Buren) 
to focus on Fallout: Brotherhood of Steel (2004), 
an infamously bad Action RPG for PS2 and Xbox. 
By this time Brian Fargo had already sold Interplay 
and founded his new studio, inXile Entertainment, 
but he also joined the trend, releasing The Bards Tale. 

That doesn’t mean that the game is devoid of 
originality While borrowing Dark Alliance's engine, 
The Bards Tale is actually a satire of fantasy RPGs. 
You play as the Bard, an arrogant and lazy anti-hero 
voiced by Cary Elwes (Westley in The Princess Bride), 
who desires nothing but “coin and cleavage”. 

The game has a very light RPG system, with 
customisable stats and unlockable talents, but no 
inventory - loot is automatically converted into gold, 
and new weapons are auto-equipped. Certain dialogues 
also offer the choice of being “snarky” or “nice”. 

The humour is hit and miss. Some jokes are funny 
and the songs are well-executed, but there’s also many 
lazy puns and dated pop culture references. As much 
as the game enjoys making fun of fantasy cliches, your 
quest is as cliche as it gets. The only difference is that 
the Bard does it while spewing snide remarks and 
arguing with the narrator, voiced by Tony Jay (Judge 
Frollo in Disney’s The Hunchback of Notre Dame). 

Despite being an Action RPG, combat is the 
game’s weakest feature. All you do is attack in melee, 
fire ranged weapons or use a magical lute to summon 
allies. The interface, clearly designed for consoles, is 
terrible on PCs, and the more you advance, the more 
combat there is, ruining the pacing between jokes. 


In the end, The Bards Tales biggest sin is its name. 
By itself it is a decent light-hearted Action RPG for 
consoles. Not as good as Champions ofNorrath and 
other popular hack-and-slash titles, but not as terrible 
as Fallout: Brotherhood of Steel either. However, as 
a game that carries the legacy of Brian Fargo and 
shares his name with the classic Bards Tale series, it’s 
underwhelming - a reminder of how disappointing 
the mid-2000s were for classic CRPG fans. FE 




The Bard's 
Tale was 
remastered 
in 2017, 
adding higher 
resolutions 
and the original 
Bard's Tale 
trilogy as 
a bonus. 


The game's 
controls are 
simple, but 
were made with 
controllers in 
mind and require 
a lot of input on 
radial menus. 


Being a game 
about a bard, 
many songs are 
incorporated into 
the game, such 
as the "Charlie 
Mopps" sing- 
along song. 


331 












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Bloodlines 
features nine 
licensed music 
tracks, from 
artists such as 
Lacuna Coil, 
Tiamat and 
Genitorturers. 

However, 
these were all 
chosen by the 
publisher, with 
no input from 
Troika Games. 


Bloodlines is 
quite faithful 
to the tabletop 
version, including 
the obligation 
to respect the 
Masquerade. 



V ampire: The Masquerade - Bloodlines was the 
third and final RPG from Troika Games, the 
company founded by the Fallout veterans 
Leonard Boyarsky, Tim Cain and Jason Anderson. 

The game was created using an early build of 
Valves Source engine, was rushed out by Activision 
and suffered heavily from being released on the same 
day as Half-Life 2, resulting in numerous bugs and 
weak sales. However, over time it became a cult classic. 
Whats so great about VtM:Bloodlines 7 . A lot of things, 
ranging from the overall storyline to minor details. 

The game manages to expertly merge classic RPG 
gameplay with modern FPS visuals. You experience 
the game as one of seven different vampire clans, who 
have different powers - allowing you to play Bloodlines 
like a shooter, a stealth game, a hack-and-slash or for 
a good part even as an adventure game, solving many 
situations without force, but by lock-picking, hacking, 
persuading, intimidating or seducing people. 

Besides these various options, the game world 
itself manages to bridge two other extremes: you get 
large playable hubs that open up in the progression 



of the storyline and offer dozens of unique side- and 
main quests, but the quests themselves are more 
linear in style and convey plot and atmosphere better 
than any sandbox game could do. 

Still, there are often multiple approaches possible 
in a quest depending on your character, and other 
characters will react accordingly to your behaviour, 
coming alive due to the great facial animations of the 
Source engine, some of the best voice-overs in gaming 
history and the witty writing of Brian Mitsoda. He 
created many very memorable characters and funny 
dialogues for Bloodlines , especially for the mad Malkavian 
clan that has entirely different dialogue options. Imagine 
talking to a TV set or to a STOP sign! Imagine a thin 
blood making references to the whole story that you can 
only understand once you finished it! 

There are other great moments in the game 
where a character revelation may surprise you with 
a depth unusual for a computer game, and some of 
the different endings may make you laugh out loud, 
showing at the same time that everything in the plot 
made sense right from the start, but probably not 
exactly as you suspected. 

The beautiful handcrafted levels push the alpha 
version of the Source engine to its limits and enable 
you to visit the greater area of Los Angeles; the 
windy beaches of Santa Monica, the busy skyscrapers 
downtown, the fancy streets in Hollywood and even 
the Far Eastern charm of Chinatown, with excursions 
to several external locations like strange mansions or 
dark caverns thrown into the mix as well. 

Your adventures will vary from straightforward 
fights against humans, vampires or other supernatural 
creatures to solving the mystery of a haunted hotel 
without any combat, a level that is regarded as one of 
the spookiest locations in gaming ever! 
















"I like the characters to come 
off like people actually do - they 
don't say 'hi' when strangers come 
knocking, they say 'who the hell 
are you?' or they're expecting 
you and know more then they let 
on, or they don't care. I don't like 
my NPCs to be standing around 
as if their lives begin when the 
character starts talking to them 
and end when the player leaves. 
Characters are the protagonists 
of their own game, from their 
perspective. 

- Brian Mitsodo, 
VtM:Bloodlines' writer 



Combine this with the powerful music of Rik 
Schaffer and the mature handling of adult themes and 
you get an atmospheric dark RPG that fits the World 
of Darkness setting perfectly! 

Also impressive are the lengths the game goes to 
honour the source material. Besides the aforementioned 
Malkavians and their unique dialogues, there’s the 
Nosferatu, hideous vampires that must avoid being 
seen at all costs and cannot communicate with NPCs 
normally, forcing you to make clever use of stealth. 

Although Troika closed its doors after releasing 
only two official patches, the community stepped in 
and an Unofficial Patch appeared that fixed most of 
the open issues and restored a lot of unfinished or cut 
content, most of which was still hidden in the game 
files. The patch is still being updated ten years after 
the rushed release of the game and, with it, Bloodlines 
finally becomes the last masterpiece of Troika it 
deserves to be! WS 



Melee combat is done in third-person mode, but the 
game switches to first-person when you equip guns. 


Mods and Patches: 

Unofficial Patch: The basic patch fixes countless 
bugs, and the optional plus patch restores a lot of cut 
content, including dialogues, quests and even maps. 
Mandatory for anyone trying to play the game. 

VtM: The Final Nights: A fan-made expansion pack 
that adds 7 new clans, new disciplines, NPCs, items, 
quests, a haggle system and other surprises. 

Clan Quest Mod: Adds a series of quests to the 
game, including one quest specific to each clan. 

VtMB: Camarilla Edition: Overhauls how Disciplines 
work and other interesting changes such as making 
you constantly need to drink blood to avoid starving. 

Bloodlines: Antitribu Mod: A large mod that adds 
seven new clans, new disciplines and weapons and 
hundreds of new characters, plus several tweaks to 
the combat and visuals. Highly recommended. 





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The game offers various amusing side-quests, most of 
them with various different approaches and solutions. 


Not only there 
are various 
dialogue skills 
such as Intimidate 
and Seduction, 
but all dialogues 
are completely 
different and 
twisted when 
playing as a 
Malkavian. 


In 2014, a group 
of fans began 
Project Vaulderie. 

an attempt to 
port Bloodlines 
over to the Unity 
Engine. Sadly, the 
project received 
a Cease and 
Desist letter from 
CCP Games and 
had to abandon 
development. 
















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Trails in the 
Sky was first 
released in Japan 
in 2004, as a PC 
exclusive. The 
PSP port was 
localised into 
English in 2011 
by XSEED Games, 
and an enhanced 
PC version was 
released on 
Steam in 2014. 


The game has 
several stats, but 
levelling up is 
automatic. Only 
equipment and 
Quartz will alter 
your stats. 



T he Legend of Heroes series began as an offshoot 
of the Dragon Slayer series by Nihon Falcom, 
with its first entry, Dragon Slayer: The Legend 
of Heroes being released in 1989 in Japan for the PC- 
8801 computer. After five more releases throughout 
the 90s for Japanese computers, The Legend of Heroes: 
Trails in the Sky (also know as First Chapter or simply 
FC) was released in Japan in 2004. 

While part of The Legend of Heroes series, Trails 
in the Skys story does not connect to previous entries, 
and it acts (alongside its two sequels) as a stand-alone 
trilogy within a larger universe of games. 

Later games in the series do take place on the same 
continent as the Trails games, including the Crossbell 
duology (The Legend of Heroes VII: Zero no Kiseki and 
The Legend of Heroes VII: Ao no Kiseki ) and the Trails of 
Cold Steel trilogy, but these latter two metaseries focus 
on different countries and characters. 

Trails in the Sky takes place in the country of 
Liberl on the continent of Zemuria, and follows 
Estelle Bright and her adopted brother, Joshua, as 
they travel across the country training to be Bracers 
- members of a guild which spans the continent who 
help citizens in situations involving investigation and 
combat, without ties to any governmental body 



At the same time, they are trying to find their 
father, a highly ranked Bracer who disappears under 
mysterious circumstances. The story begins at a 
very small scale, before expanding to a grandiose 
epic involving treason, shadowy organisations, and 
characters who are not who they claim to be. The 
entire trilogy benefits from a stellar localisation done 
by XSEED Games, which retains the epic storytelling 
and wry humour of the Japanese original. 

Trails in the Sky presents itself from an isometric 
perspective where the camera can be freely rotated. 
The games art style combines cute “chibi” sprites, 
hand-drawn 2D portraits, and 3D models for the 
world geography and some enemies. Character and 
enemy designs are reminiscent of other Nihon Falcom 
RPGs, with a 90s anime-esque look for the characters, 
combined with influences from steampunk and 
European medieval styling. 

The gameplay is that of a traditional JRPG. The 
party travels from town to town, pursuing the main 
quest and acquiring optional side-quests. These 
range from monster hunts to fetch quests to longer, 
story-heavy sequences that feel more akin to visual 
novels or adventure games. 

Here lies one of the series’ most celebrated 
aspects: world-building. While RPGs like Skyrim 
populate their world with generic NPCs running 
on a script, Trails in the Sky has only handwritten 
characters - be it a citizen, a traveller, or a shopkeeper, 
they all have names, personalities and ambitions. 

As your story advances, so do theirs. They’ll 
start dating, get jobs, argue with their family, go on 
a journey, etc. Instead of just blurting out exposition 
or waiting to be helped by the protagonists, they each 
have their own lives - and by following them you can 
understand and immerse yourself in their world. 


334 




















''Normally in Japanese RPGs, a lot of 
time and effort is spent on the main 
story. Trails in the Sky is unique in 
the sense that we spent as much or 
perhaps even more time and effort 
working on character conversations 
and additional elements. By doing 
so, it really makes the world come 
alive, and creates a setting that's 
both fantastical and realistic in 
equal parts." 

- Toshihiro Kondo, 
Nihon Fa loom's President 



Combat in the Trails in the Sky series is turn- 
based, set in a tactical grid. Besides traditional JRPG 
commands like Attack, Item, and Run, there’s also two 
types of special abilities: Art and Craft. 

Art uses mana and closely resembles the Materia 
system in Final Fantasy VII. Each character equips 
gems called Quartz, which offer several stat bonuses 
and can unlock magic spells depending on the colour 
combinations currently equipped. 

Craft, on the other hand, is inherent to each 
hero and uses Craft Points (CP), which are earned 
by dealing or taking damage in combat. By storing 
enough CP you can unleash special attacks that can 
be used any time - even if it’s the enemy’s turn. 

This is important, as turn order plays a big role: 
special buffs are granted every few turns, healing or 
strengthening the active character, so it’s important to 
manipulate the turn order to get those buffs. 

FC was followed by two sequels: Trails in the Sky 
SC (Second Chapter) in 2006 and Trails in the Sky: The 
3rd in 2007. SC takes place immediately following the 
events of the first game, with almost entirely identical 
gameplay (save for a new Chain Attack feature). 

Overall, FC and SC feel like one large game 
broken up into two smaller chunks, and SC resolves 
around Estelle and Joshua’s story. 



Each character has an item they equip Quartz on. The many 
colours and combinations provide stat boosts and new spells. 


Trails in the Sky: The 3rd follows a character 
introduced in SC named Kevin Graham, a priest for 
the Septian Church, and his old friend Ries Argent, as 
they are sent to a mysterious realm called Phantasma. 
There they must figure out the mysteries of this new 
domain and escape it, while Kevin wrestles with his 
literal and figurative demons. 

The 3rd plays more like a hybrid of the traditional 
JRPG stylings of the first two games mixed with the 
dungeon-crawling and demonic/religious imagery of 
the Persona series. It also seeks to tie up the loose ends 
left behind at the end of SC, while setting up events 
for later games like the Cold Steel series. 

What makes the Trails series interesting is how it 
feels like a classic 90s JRPG, with turn-based combat, 
an epic storyline, anime art style, and a memorable 
soundtrack (featuring influences from jazz, classical, 
Japanese rock and pop, and progressive rock), all 
while containing modern conveniences such as being 
able to save anywhere, visible enemies on the map and 
being able to run from any encounter. The excellent 
PC port and localisation only sweeten the deal. 

In my mind, the Trails in the Sky games are the 
pinnacle of classic JRPG design, and a must-play for 
any fan of Nihon Falcom’s other works and turn- 
based RPGs in general. NB 



Trails in the Sky has an outstanding amount of dialogue, 
most of it found when chatting with NPCs in town. 


Your party can 
have up to four 
characters. The 
sidebar on the 
left side of the 
screen shows 
whose turn is 
next and when a 
buff will appear. 


Trails in 
the Sky was 
remastered for 
the PS Vita in 
2015, featuring 
voice acting 
and a reworked 
soundtrack. 

You can use the 
Evolution OST 

Mod to play the 
Steam version 
with this new 
soundtrack. 


335 














o' 


*The Sith Lords 
was originally 
released only 
for the Xbox 
and PC, but 
Aspyr Media 
developed 
official Mac and 
Linux ports in 
2015, together 
with a patch 
adding Steam 
Workshop 
support. 


The Sith Lords 
introduces 
lightsaber and 
Force forms, 
allowing you to 
drastically change 
your fighting 
stance to best 
counter a foe. 



Obsidian Entertainment, 2004 
Windows, Mac, Linux and Xbox* 


W hen Interplay closed Black Isle Studios in 
2003, Feargus Urquhart teamed up with a 
few veteran developers to form Obsidian 
Entertaiment. They then used their connections with 
BioWare to secure rights to produce a sequel for 
the recently released Star Wars: Knights of the Old 
Republic. Constantly stumbling on cables which took 
over most of the floor and waging a treacherous battle 
against deadlines, Chris Avellones team emerged 
victorious, giving us a true masterpiece. 

The Sith Lords takes places a few years after its 
predecessor. The Sith had changed tactics and are 
now attacking from shadows, while the Republic is 
crumbling and the Jedi are either dead or in hiding. 
In this grim scenario, players assume the role of a Jedi 
exile, who has lost its connection to the Force. 

Presenting rich personal stories and a mature 
narrative enchanted with some great writing and deep 
characters, The Sith Lords vastly outshines its prequel. 
Carefully crafted, its charismatic villains, memorable 
dialogues and dark setting are all accompanied by an 
elaborate deconstruction of the Star Wars universe. 



Indisputably, KotOR2s greatest achievement is 
the character of Kreia and her unique perspective on 
the Star Wars universe. A former Jedi, now acting as 
the protagonists mentor, she shares very original and 
interesting opinions on the nature of the Force, alongside 
with a questionable, but well-intentioned morality 

For her, not only does the concept of “the will of 
the Force” negate any notion of personal choice, but 
“the balance of the Force” makes the everlasting Light 
Side versus Dark Side conflict completely meaningless 
and unwinnable. Even the greatest good, achieved 
by the greatest sacrifices will go to waste because 
eventually a greater evil will have to emerge so the 
balance may be preserved. Any goodness done would 
go away, but its side effects, deaths and suffering will 
stay, so the final score would always be negative. 

Therefore, the Force influence on all living things 
is negative, and the “good versus evil” battle brings 
only destruction on an immense scale. Kreia expresses 
a mix of Nietzschean/Spencerian morality, has strong 
opinions on everything and loves manipulating 
people to do her bidding. 

Her voice actress, Sarah Kestelman, should also 
be mentioned with great reverence due to her truly 
outstanding work, without which the character 
wouldn’t be half as endearing. She can pull of even the 
subtlest hints of emotions, enchanting and expanding 
the meaning of every spoken line. Her majestic 
performance shows that voice acting can be an art, 
as she her work is head and shoulders above not only 
most - if not all - video games out there, but movie 
and animation voice actors as well. 

Kreia, born from Chris Avellone questioning the 
founding concepts of Star Wars universe, is - simply 
put - one of the best video game characters of all time, 
and more than enough reason to play The Sith Lords. 










"A lot of it came from deep-rooted 
feelings and opinions about the 
Star Wars franchise, both positive 
and negative, and especially what 
it would feel like to be a Jedi or Sith 
in that universe. I've always had 
an issue with the Force because 
of its predestination aspects, 
and I wonder if any Jedi or Sith 
would ever want to rebel against it 
entirely... and if they'd be willing to 
give up their ties to the Force 
(and all that power) to do it." 

- Chris Avellone, 
KotoR 2's lead designer 



Kreia is one of the 
most memorable 
characters in 
gaming, and 
brings a unique 
perspective to 
the Star Wars 
universe. 


If writing is The Sith Lords highlight, combat is 
its weakest aspect. It hasn’t changed much from its 
predecessor, except that the new skills are massively 
unbalanced - which has its good sides, as it enables 
players to get through encounters faster. The crafting 
system, on the other hand, has been greatly expanded 
and polished, providing many customisation options 
and allowing for power gaming, which manages to 
squeeze some additional fun from the combat. 

The soundtrack is nothing short of excellent. 
Mark Griskey’s work successfully complements the 
game’s dark undertones and manages to convey the 
desired mood of every scene, all without losing that 
distinct feeling Star Wars music should have. 

Sadly, due to a sudden change of heart from the 
publisher, Obsidian was forced to end development 
prematurely, releasing an unfinished and buggy game, 
cutting a big chunk of its content - which was later 
heroically restored by modders after years of work. 



The Sith Lords' crafting system is one of the best in RPGs. 
It's very flexible and makes use of every skill in the game. 


If you value well-crafted characters, mature 
plots and great writing in games, then you should 
definitely give The Sith Lords a try. Even if you favour 
combat-focused RPGs, the sheer strength of the 
aforementioned aspects should make you consider 
playing this gem, especially now that its technical 
problems have been addressed by modders. JMR 

Mods: 

The Sith Lords Restored Content Mod (TSLRCM): 

The team worked closely with some of Obsidian’s 
developers to restore the game’s cut content, while 
also fixing hundreds of bugs. A must-have. 

M4-78EP: An optional part of the TSLRCM , it adds 
a new planet to the game, which was cut during 
development and had to be entirely recreated. 

Revenge of Revan: A demo for a now abandoned 
fan-made expansion, it offers some great moments. 



There are 12 companions in the game, with some of 
them exclusive to specific genders or alignments. 


337 



















































338 


2005-2009 

The era of AAA 
multi-platform games 


The second half of the 00s saw the gaming industry almost entirely 
dominated by a few giant publishers like EA, Activision and Ubisoft, plus 
three console manufactures - Nintendo, Sony and Microsoft. 

This oligopoly, coupled with the ever-high production costs, led to 
stagnation. To maximise profit, every third-party game had to come out 
on every possible platform, and avoiding risks was the rule of the day. 

Successful games became “franchises”, to be followed by a schedule 
of yearly releases. Assassins Creed and Call of Duty are often held as icons 
of this, but many series vanished after several repetitive releases, such 
as Guitar Hero , Rock Band , Tony Hawk , Need For Speed , etc. A few, like 
Tomb Raider and Mortal Kombat , only being salvaged by recent reboots. 

The arrival of the seventh console generation raised the development 
costs even further, and now marketing campaigns also required millions. 
Very few companies could keep up with such costs, and those who could 
began to sell their games as “AAA” - a way to set themselves apart. 

To better fit this console-dominated world, many traditions from 
PCs had to be adopted, leading to innovations such as Mass Effects (2007) 
dialogue wheel, Gears of Wars (2006) slower paced cover-based shooting 
and the use of paid DLCs instead of packaged expansions. 

However, people weren’t interested only in cutting-edge games that 
cost millions of dollars to create. With Steam starting to sell third-party 
titles, GOG, Direct2Drive and Green Man Gaming being founded and 
Microsoft creating the Live Arcade market, it started to become possible 
for indies and smaller developers to reach a large audience. 

But it was a slow process. Self-published games such as Freedom 
Force vs. The 3rd Reich (2005) suffered heavily early on, as buying non- 
AAA games during the mid-2000s wasn’t easy - few physical stores sold 
them and digital distribution was still seen as confusing and unsafe. 

Finally, while the financial recession of 2007-2008 didn’t affect games 
as much as other industries, the crisis in printed journalism did. Several 
established gaming magazines such as Computer Gaming World , PC Zone , 
Eletronic Gaming Monthly and Computer and Video Games all went out of 
business, unable to compete with freely available websites. 

It was a time centred on massive AAA titles and casual crazes like 
Angry Birds and FarmVille , designed to reach the largest audience possible. If 
you enjoyed them, you had a steady stream of popular hits. However, those 
interested in less popular genres and styles were left wanting, feeding off 
niche Eastern European titles, a few surviving mid-sized studios and rare 
indie titles like Cave Story and Nether gate: Resurrection. 

Only at the very end of the decade, things started to change. 









Trends: 


Smartphones: Nokia had already shown the potential of mixing mobile phones with 
games when it added the famous Snake game to its Nokia 6110 back in 1997. The company 
would keep trying with the short-lived N-Gage, a mobile phone + handheld console hybrid, 
as well as with the expensive N95 smartphone. But it was only in 2007, with the release of 
Apples iPhone, that smartphones would take over the world, quickly followed by Googles 
Android OS and a frenzy of mobile games - such as the iconic Angry Birds (2009). 




Apple's 2007 
iPhone and HTC's 
2008 G1 Mobile 
-the first mobile 
phone to run 
Android OS. 


Indie Games: While development costs for AAA games were as high as ever, new 
tools allowed for daring independent developers to make smaller games on their own, and 
the new digital distribution channels such as Steam and Xbox Live Arcade gave gamers 
easy access to these titles. This allowed the rise of games such as Braid , Castle Crashers, 
Spelunky and World of Goo - all released in 2008 - which proved there was a demand for 
fresh, smaller titles and paved the way for a now-booming indie scene. 



Castle Crashers 
was released in 
2008 and sold over 
2.6 million copies 
on Xbox Live. 


Facebook Games: In 2007, Facebook began to allow other companies to develop apps 
for its social network. What started with a very simple games soon led to a boon of social 
network games, such as Zyngas Mafia Wars and FarmVille. Like many browser games 
before them, they were free-to-play but designed around addictive micro-transactions 
systems - the “freemium” model. They conquered millions of players, with Zynga peaking 
at 265 million monthly active users spread across all its games in early 2013. 



PpHiMII 


For two whole 
years, FarmVille 
was the most 
popular game 
on Facebook. 




Guitar Hero sparks a trend 
of music rhythm games, with 
over 30 similar games being 
released in just a few years, 
then quickly dying out. 


The Xbox 360 is released, with 
an improved (but chargeable) 
Xbox Live service. Despite 
initial technical issues, it sold 
over 85 million units. 


Playstation 3 is released, 
offering Blu-ray playback, a 
complex multi-core processor 
and a free online service. 

It sold over 80 million units. 



Blu-ray Disc wins the war 
against the HD-DVD and 
becomes the standard for the 
movie industry and, later, for 
8th-gen consoles. 



Minecraft’s alpha version is 
released. It would become the 
quintessential indie game, 
insanely popular and selling 
over 100 million copies. 


2005 I 2006 I 2007 I 2008 I 2009 


Ynu lfflfa 

Broadcast You rself ™ 

YouTube is launched, 
allowing anyone to easily 
publish and watch videos. 

A perfect fit for games, 
it became a new form of 
media and lead to extremely 
popular gaming channels. 



Steam, first released in 2003 
as an update tool for Valve’s 
games, begins to sell third- 
party titles. It would grow 
into the world’s largest online 
game retailer, with over 125 
million active users. 



The Wii is released, 
introducing motion controls 
and targeting a broader 
audience outside core gamers. 

The most popular console 
of the seventh-generation, it 
sold over 100 million units. 



cinD=ion 

Android OS is released, 
created by Google based on 
Linux. First used on smart¬ 
phones, it later jumped to 
tablets and consoles, such as 
the Nvidia Shield handheld 
and the crowd-funded Ouya. 



League of Legends is 

released. Inspired by the 
Warcraft III mod DOTA, 
this free-to-play title became 
the world’s most played 
game, with over 100 million 
players each month. 


339 






















The game was 
released for 
free, together 
with a forum 
dedicated to 
debating the 
Columbine 
shootings. 


Flashback 
scenes provide 
background to 
the boys' lives, 
experiences and 
frustrations. 
Each flashback of 
suffering relived 
raises their level 
as killers. 


O n April 20, 1999, senior students Eric Harris 
and Dylan Klebold entered Columbine High 
School and began a school shooting, killing 
12 students and one teacher, plus wounding 21 other 
victims. The two killers then committed suicide. 

The United States was shocked by this tragedy, 
and the aftermath was a frantic search for reasons - 
and/or someone to blame -, be it guns, depression, 
bullying, Goth culture, Marylin Manson or violent 
video games - both boys were avid Doom players. 

So, its easy to imagine the public outrage when 
independent film-maker Danny Ledonne anonymously 
released Super Columbine Massacre RPG /, a free game 
where you play as Eric and Dylan. 

First released on April 20, 2005, sixth years after 
the shootings, the game initially flew under the radar. 
However, about a year later it was reported on by gaming 
websites like Gamasutra, and soon the mainstream 
press was all over it, and the game eventually reached 
over 700,000 downloads. Danny Ledonne’s identity as 
the games author was then leaked, and so he decided to 
come out and stand up for his creation. 




An amateur game created on RPG Maker 2003 , 
Super Columbine Massacre RPG! blends 16-bit era 
sprites with digitalized photos of the tragedy, in a 
disturbing fusion of fiction and reality. The game 
begins with Eric and Dylan preparing themselves, 
sneaking into school to plant bombs and then 
executing the shooting, killing dozens of victims in 
JRPG-like battles. Said battles are almost entirely one¬ 
sided, with the victims mostly just cowering in fear, 
while you select a gun or bomb to kill them. 

While a brutal game, violence in SCMRPG! is 
presented in a pointless, juvenile way, with lines like 
“Dylan dodges Matrix style” and other silly boasts. 
After the boys’ suicide, there’s a dream-like section 
where they go to Hell and fight hordes of Doom 
monsters, padded out to such length that even the 
bloodthirsty players will tire and question its purpose. 

As you explore the school, you’ll relieve the 
events of that tragic day, as well as trigger flashbacks 
of the frustration, anxiety and bullying that the two 
boys lived. There’s a surprising and well-researched 
depth here, with the game taking a documentary-like 
approach and showing real facts of their lives, like 
how Eric was prescribed drugs for his social anxiety 
and those prevented him from joining the Marines, 
or how he ran into a school “rival” before starting the 
shootings, forgave him and told him to go home. 

All these details provide a unique perspective 
into the tragedy. SCMRPG! was often criticised for 
trivialising the shootings, but in fact it humanises it. 
It places players in the shoes of the boys and offers a 
glimpse of why did they did it - and then lists them 
among the tragic losses that day, not as monsters. 

Not everyone agrees, of course, with activists like 
Jack Thompson saying the game blatantly promotes 
similar actions, training new killers. 


340 













"Beyond the simple platitudes 


and panaceas of gun control, 


media ratings/censorship, bully 

' m 1 V 

prevention programmes, and 

mm Hr 

i m ^ 

parental supervision remains a 

• /& 

glaring possibility: that the society 

i. ijSv 

we have created is deeply moribund. 

p '' 

^ " 1 

This game asks more of its audience 


than rudimentary button-pushing 

SShsLf 

and map navigation; it implores 


introspection." 



I’ve seen the horror, Horrors that you ‘ ue seen, 

- DannyLedonne , 

But you have no right to catt naan urdarer. 

SCMRPGI's creator 

You have no right to call m e a m urderer. 


You haue a right to kill m e, 


There are multiple 
references to 
movies, books, 
music and games 
that were part of 
Eric and Dylan's 
world, like 
Apocalypse Now, 
Doom, Marilyn 
Manson and 
even Nietzsche. 


Things got worse when in 2006 another school 
shooting happened, this time in Montreal, Canada. 
Ledonne’s game was brought once more into the 
media’s spotlight, as it was revealed that the killer was 
a fan of violent games, namely Postal 2, Manhunt , 
Max Payne and Super Columbine Massacre RPG!. 

A year later, SCMRPG! was chosen as a finalist for 
the Slamdance Guerrilla Gamemaker Competition. 
But, in a sudden twist, it was pulled from the contest 
on alleged “moral obligations”. In protest, a group of 
other competitors - including the developers of Braid , 
flOw and Castle Crashers - wrote an open letter to the 
Slamdance organisers, arguing that the decision was 
“[...] hurting the legitimacy of games as a form of 
expression, exploration, and experience”.* 

Outraged by the removal of the game, the jury of 
the Slamdance Film Festival decided to award the game 
a Special Jury Prize, this time as a documentary. Once 
again, the Slamdance organisers vetoed the award. 


In the end, more than half of the finalists ended 
up removing their games from the contest in protest, 
and Slamdance never hosted a video game festival 
since. Danny Ledonne further explored these events 
with a 2008 documentary titled Playing Columbine , 
focused on the controversy surrounding SCMRPG! 
and the perception of games as childrens toys. 

When covering the festival incident in 2007, 
New York Times reporter Heather Chaplin elegantly 
wrote “Video Game Tests the Limits. The Limits Win”. 
In hindsight, that was only momentarily true. 

Super Columbine Massacre RPG! may have lost 
the Slamdance award, but it sparked a global debate 
about the role and value of video games as media that 
is still going on today, and inspired other developers 
to use games to explore serious real-world issues. 
SCMRPG! did break the limits on what games can 
talk about, and in doing so became one of the most 
important video games ever made. FE 


*You can read 
the open letter 
from the indie 
developers to 
the Slamdance 
contest here . 



The massacre victims are dehumanised through Eric and 
Dylan's eyes, seen as nameless stereotypes and cliques. 


If there nras any of this "bull yInV' go fag on, 
I think T would've received a phone call, 



The game ends with various people speaking about the 
tragedy, each with a different, external target to blame. 


341 



























QJ 



(D 



3 


"D 



Jade Empire 
was first 
released for 
the Xbox in 
2005. The 
Windows port 
came in 2007, 
called Special 
Edition and 
adding extra 
features. In 
2016, BioWare 
also ported the 
game to mobile 
platforms. 


The character 
system is very 
simplistic: there 
are three stats, 
upgrades to each 
fighting style, a 
morality bar and 
gems that you 
equip in your 
magical amulet. 



T here’s a popular saying about good art being 
about constraints, not about freedom. Jade 
Empire sees BioWare freed from the constraints 
of the Dungeons & Dragons ruleset and setting, as well 
as from the looming presence of the Star Wars canon. 
The studio had total creative freedom for the first time 
since Shattered Steel , back in 1996. 

The result? A mix of wonderful creative invention 
and dreadful literary excess. 

The most striking aspect on display is the games 
“wuxia” setting. Bio Ware’s Far Eastern fantasy world 
is ripe with lore and lush with colour. It’s a land of 
travelling merchants, of martial artists looking to hone 
their craft, where elements and spirits exert palpable 
influence in the world. But in mixing and matching 
from the rich source material, BioWare didn’t add 
enough of its own. The world is a pastiche of influences 
from Chinese cinema and literature. It is an unusual, 
underused setting, but it never feels original. 

Meanwhile, too many characters are far too eager 
to dump lore on you for the sake of doing so. Jade 
Empires world is likely to bore you into not caring 
about it before you’re done with the first village. 



If the world-building is tepid, the narrative is 
anything but. What starts as a familiar “Chosen One” 
quest leads to one of the best plot twists in gaming. 
Good twists are the ones where you have the clues to 
figure them out laid before you, but they surprise you 
anyway. Twists like this are rare and hard to pull off 
in games. Jade Empire manages it, in what is one of 
Bio Ware’s finest storytelling moments to date. That 
it shines despite the filler dialogue and weak voice 
acting speaks to its strength. 

Companion characters, the bread-and-butter 
of Bio Ware’s modern output, are hit-and-miss. Most 
talk too much while having very little to say - even 
the romances feel like a bit of an afterthought. The 
ones that stand out do so thanks to their quirky 
personalities. In fact, Jade Empire is at its best when it 
tries to be funny and tongue-in-cheek. But more than 
any other BioWare RPG, this story is all about you. 

Combat-wise, Jade Empire sees the company 
abandoning its usual real-time-with-pause combat 
for a full action-based system. This feels more natural 
on a console and would serve as a stepping stone to 
Mass Effect , but the transition wasn’t smooth. 

When combat starts, the camera zooms out and 
locks on an enemy. Then, it’s a matter of dodging, 
strafing, blocking and attacking at the right time - 
alternating quick, power and area attacks to create 
combos - often against several opponents. Still, your 
biggest foe will likely be the game’s poor camera. 

During your journey you’ll learn over 30 fighting 
styles. Some vary in speed and strength; others inflict 
status afflictions. A few focus on weapons and elemental 
magic, and there are even styles that transform you into 
a giant Toad Demon or a Jade Golem. You can equip up 
to four at one and switch between them during combat 
- even midway through combos. 


342 




























"One of the things that the designers 
were looking forward to the most 
was not having the restrictions of a 
licence. A licence is really beneficial 
when it comes to structure and the 
framework of a game, and you can 
take a lot from research. Star Wars 
was a great example of that-we 
were really able to reinterpret it all. 
However, just to be able to do 
anything you want, and know that 
you're not contravening the rules or 
someone else's idea of how it should 
all go, is cool." 

- Pi arm id Clarke, 
Jade Empire's project director 


Master have other ox. Master won't starve... master better off without Zhong. 



[Intuition] The other ox will be lonely if you don't go back. 

[Ctiarmj You're not bed. you're strong Dong needs your help, 

[Intimidation] This is your chance to go back ro the farm without a broken leg. 
Take it 

Get out of here, or I'll kill the other ox myself! 


Jade Empire 
offers three 
different dialogue 
skills, each tied 
to one of its 
stats. The way 
you solve quests 
also affect your 
alignment. 


Knowing when to use each style makes up the 
bulk of the combat. The way you finish your combo 
will determine the kind of energy your defeated foe 
leaves behind. It can either be Health, Mana or Focus. 

The first is self-explanatory; healing and magic 
attacks consume the second, while Focus fuels weapon 
fighting styles and your characters time-slowing, 
Matrix -inspired ability. This Focus ability is one of the 
most useful, as the floaty controls and sub-par camera 
make fights against several opponents a harsh affair. 

Character customisation is minimal. You start 
with a choice of seven pre-made warriors to pick from, 
and can alter their stats and initial combat styles. 

Jade Empire only has three stats, each tied to your 
resource pools. They also double as skill checks during 
conversations. Loot and equipment management are 
also heavily streamlined - all you’ll find are gems that 
the main character can affix to their pendant, usually 
offering simple stat boosts. That’s it. 


As for exploration, Jade Empire is a linear game, 
with very little to find off the beaten path. Some of 
the main quests offer several, often diverging paths 
toward a resolution. The way you choose, in turn, will 
influence other characters and push you towards the 
Path of the Open Palm or the Path of the Closed Fist - 
two martial arts philosophies that aim high, but lack 
nuance and play out as “good and evil” alignments. 

Despite the weak mechanics, the need for an 
extra dialogue passes, and a lore-dump approach to 
world-building, Jade Empire still retains some charm. 
Not only is it a chance to adventure in an underused 
setting, but the art style hold up well, with each 
area showcasing that Far Eastern mystique. And the 
central narrative is still Bio Ware at its finest. 

However, the many flaws that players stomached 
years ago are became harder to forgive today. While 
the rest of Bio Ware’s catalogue has aged somewhat 
gracefully, Jade Empire has not. LM 


Those seeking 
to expand 
Jade Empire 
can try the 
Jade Empire 

in Style mod. 

which adds 
several new 
combat styles 
and rebalances 
existing ones. 



Only one companion will follow you at a time. You can 
order he/she to fight or to act as support during combat. 


When travelling across the world by plane, you'll have 
the option to play a simple shoot 'em up mini-game. 


343 





















You can find a 
handy archive 
of Fate's mods 
and tools, plus 
guides on how 
to set them up 
at www.surdin. 
net/archive 


Fate was 
designed as a 
casual-friendly 
mix of Diablo and 
roguelikes, with 
an art style that 
tries to be cute 
without being 
childish. 


Each new version 
keeps the core 
gameplay but 
adds content and 
features, such as 
more pets, new 
player races and 
recruitable NPCs. 


F ate had humble beginnings, born an accessible 
yet deep Diablo clone developed in a mere five 
months. The game was quite successful, leading to 
four stand-alone versions: the original 2005 game; Fate: 
Undiscovered Realms in 2008; Fate: The Traitor Soul in 
2009 and Fate: The Cursed King in 2011. Each release 
adds new content and features, but the game itself is 
basically the same: a Diablo- like dungeon crawler with 
one town and an endless dungeon under it. 




G-un'bidjra 


Each game offers a wide variety of monsters, 
random dungeons and an endless diversity of suffix/ 
prefix-constructed loot. In each dungeon, you’ll need 
to finish one random main quest to win (usually 
killing a boss at a deep level), and in the process you’ll 
complete many randomly generated side-quests. 

Where differs Fate from the most Diablo clones 
is the ability to adventure infinitely: there’s no level-up 
limit and dungeons are endless: you can descend lower 
and lower, gaining more and more powerful loot and 
fulfilling new random quests. After finishing the main 
quest you can retire your hero, creating an “inheritance” 
to be given to his descendant in the next game. 

The character system is quite straightforward, 
with several stats and skills that can be upgraded at 
level-up. The different races (added in Traitor Soul) 
differ only in initial parameters and appearance. 
What really determines your hero is your equipment 
and spells, so you can tune your playstyle freely. 

Other features include a gambler, an equipment 
enchanter and a pet - initially a cat or dog, but you 
can transform it into much more powerful monsters 
by feeding it fish. Ah, yes, fishing! You can fish for 
progressively more powerful fishes and items. 

If all this feels familiar, it’s because Fate's creator, 
Travis Baldree, later also worked on Torchlight (2009), 
taking most of Fates features with him. 

Another shared trait is the extensive modding, 
with fans adding a lot of content, gameplay tweaks, 
changing monster density, camera controls, etc. 

Unfortunately, Fate has one big issue: it’s not 
pretty. Graphics are quite simple, muddy and have 
barely been improved in the subsequent versions. Yet, 
while Torchlight might be more polished, the infinite 
randomness of Fate is worth trying for those who can 
overlook graphics in favour of addictive gameplay. SS 


344 




































M ythological RPGs are surprisingly rare, but 
Titan Quest does its best to make up for it. 
As a Greek hero trying to find the source 
of a monster infestation, you’ll travel across Greece, 
Egypt, the Silk Road and China, then climb Olympus, 
descend into Hades and cross the Bifrost into Valhalla. 
No one can say this is “just another Diablo clone”. 

Alongside the mythological setting, Titan Quests 
defining feature is its character system. Instead of 
classes, the game has eight masteries (ten with the two 
expansions), each with its own skill tree. The trick is 
that each character can learn up to two masteries. So 
you can pick the Earth mastery, which specialises in 
AoE spells, and play a pure caster; combine it with the 
Defense mastery to increase survivability; or with the 
Storm mastery for more single-target spells; and so on. 

Its a fascinating and deep system that allows for 
55 different mastery combinations, plus the variations 
from your choices inside each individual skill tree! 

While this sounds amazing, Titan Quest fails to 
fully take advantage of it. Combat is far too easy and 
items don’t offer much more than simple stat bonuses, 
making all that character-building feel underused. 
Moreover, this is not a game that’s fun to replay. 

Unlike other Diablo- like games, the world of TQ 
isn’t random - enemies and areas are always the same. 
This enables visually stunning landmarks like Athens, 
the Great Wall of China or the Pyramid of Giza, but 
most of your time will be spend on generic plains and 
mountains, killing the same foes over and over again. 

This is made worse by the game’s difficulty system, 
where you must complete it twice to unlock the highest 
difficulty setting (which has additional bosses and items) 
- something that can take up to 40 hours per character! 
This made sense in Diablo II, but Titan Quests world 
simply doesn’t have the same quality and variety. 


Iron Lore closed down after releasing the Immortal 
Throne expansion in 2007, but THQ Nordic remastered 
the game in 2016, then released the Ragnarok expansion 
in 2017. These add even more length to a game that’s 
already overly long, making them rather niche in appeal. 

Instead, those looking for a fresh take on Titan 
Quest's mastery system might enjoy Grim Dawn (2016), 
a great Action RPG by original TQ developers, which 
employs the same engine and many similar features. FE 






Titan Quest has 
great support for 
modding, leading 
to popular mods 
such as Diablo 2 
Lilith, which adds 
Diablo ITs classes 
and a new world, 
and Soulvizier, 
which expands 
the game with 
new classes, 
monsters and 
items. 


Titan Quest has 
an amazing art 
style and makes 
great use of 
iconic landmarks. 
Sadly, most of 
your time is 
spent on generic 
areas that drag 
for too long. 


You can spend 
points learning 
and improving 
skills, or use 
them to level 
up the mastery 
itself, earning 
stat boosts and 
unlocking more 
powerful skills. 






















































a 

CD 


o 



to 

t/> 


Dwarf Fortress' 
full official name 
is Slaves to 
Armok: God of 
Blood - Chapter II: 
Dwarf Fortress. 

The game is a 
"sequel" to Slaves 
to Armok: God 
of Blood, a crude 
3D roguelike Tarn 
Adams created in 
the early 2000s. 


In Fortress Mode 
you assign tasks 
such as "dig 
this wall" and 
the dwarves 
tasked with the 
appropriate 
professions 
perform them. 



I n your typical Tolkien-esque fantasy world, plenty 
of favour is given to the elves, the halflings, even 
the humans. But Dwarf Fortress is a game that will 
make you fall in love with the dwarves. 

The game is freeware, developed almost entirely 
by Tarn Adams, with help from his brother Zach. 
The first alpha build released in 2006, and, after ten 
years in development, it still isn’t exactly “finished”. 
But while some games usually suffer for such a long 
development time, Dwarf Fortress has only become a 
greater, more complete experience over time. 

There are two play modes to the game, and they 
function very differently. The first is Fortress Mode, 
which plays much like a real-time strategy game or 
a management/sim game, where the player has the 
run of an entire fortress full of dwarves, giving them 
instructions of what to build and how to survive. 

The other mode is Adventure Mode, in which 
the player controls a single character (not necessarily 
a dwarf) and freely travels through an open world, 
taking quests, slaying monsters and collecting items, 
much like a traditional roguelike. 

What really sets Dwarf Fortress apart is the 
staggering depth and complexity of its systems - it 
may be the most mechanically complex game ever. 



Take world generation for example. The first 
thing a player must do upon starting the game is have 
a random world generated. This world is formed with 
surprising realism. Mountain ranges form in realistic 
lines, rivers will flow across the land, carving out 
fertile valleys, and rain shadows will form deserts on 
the far sides of mountain ranges. 

Then an extensive history for this world will be 
generated, with civilisations rising and falling, titans 
raiding towns, wars being waged, heroes appearing, 
etc. This will all be reflected in the factions that visit 
your fortress, and in the areas your hero can explore. 

Physics also play a prominent role in the game’s 
functionality. In a seemingly simple action, such 
as a dwarf swinging a hammer at a goblin, so many 
factors come into play. The game will consider the 
force of the dwarf’s swing, the quality and material 
of the dwarf’s hammer (a silver one would be heavier 
than a copper one, and therefore more effective), the 
thickness and quality of any armour the goblin may 
be wearing (which is also dependent on the specific 
body part struck), how many layers of armour and 
clothing there may be, the thickness of the goblin’s 
skin, muscles, and bones, and more. 

Through all of this, the game subverts typical 
damage-tracking in the form of hit points, and instead 
uses a broader, somewhat more vague system in which 
body parts may be bruised, cut, broken, mangled to 
various degrees, or lopped off entirely. On top of all 
that, the game also considers any cut arteries, severed 
nerves and even the character’s personality. 

Discussing all the game’s mechanics requires an 
entire book (and indeed there are books and even 
theses on them), but, thanks to the interplay between 
these systems, one of the biggest draws to Dwarf 
Fortress is that it’s a great storytelling game. 


346 


































"We have story analysis stuff we do 
to plan the game where we write a 
short story, just some typical fantasy 
story, and be like, 'What makes this 
story interesting? Where are the 
inflection points that really turn it 
into a narrative that pops out of 
it?' We want that to happen when 
people are playing the game. We 
want them to have something they 
can hold onto and then tell their 
friends [...]" 


- Torn "Toady" Adams, 
Dwarf Fortress' creator 



Adventure 
Mode stands 
out from other 
roguelikes due to 
its simulationist 
approach. 
Combat, NPC 
dialogue and 
even enemy 
behaviour all 
feel dynamic 
and unique. 


This isn’t to say that the game has a well-written 
narrative, or really much of a written narrative at all. 
Rather, every person who plays Dwarf Fortress comes 
out of the experience with their own unique story. 
You may dig too deep, find an ancient beast, kill it, or 
see your fortress infected by a disease spread by the 
beasts blood. Or perhaps play as a bold, brash Elven 
hero that loses a leg in battle but still roams the land, 
wielding a sword in one hand, a crutch in the other. 

The game is also notorious for its graphics and 
control scheme, which many new players find all but 
impenetrable. By default, the game uses an ASCII 
tileset, representing every creature and object in the 
game as a Unicode character, but the game is easily 
moddable to use graphical tilesets. 

The controls, particularly in Fortress Mode, seem 
unintuitive at first, but this is due to the game relying 
largely on hotkeys which are normally reserved for 
more advanced players in a typical strategy game. 


Dwarf Fortress' astonishing depth comes from 
over a decade of tireless development. The first release 
didn’t even allow for multiple Z-levels; the whole game 
was limited to a two-dimensional plane. 

In 2011, Tarn Adams stated that the game could 
very well be in development for another 20 years and 
still not reach version 1.0. And even then, he would 
probably keep updating it, in his pursuit of simulating 
the “narratively interesting parts of existence”. 

He receives enough money in fan donations that 
he is able to live comfortably, and he has stated that 
he intends to always keep those humble roots, never 
signing with any publisher or development company, 
funding the game solely through donations. 

Although it may never be entirely finished, the 
importance of Dwarf Fortress is undeniable. It stands 
as a one-of-a-kind game that achieved a rare, perfect 
balance between procedurally generated elements 
and the importance of player input. TT 



There are 
several mods, 
hacks, utilities 
and graphical 
tilesets made 
for Dwarf 
Fortress. 
Beginners may 
wish to start 
with the Lazv 
Newb Pack. 
which includes 
the most 
popular tiles, 
utilities and 
customisation 
options. 


Modders have 
created a wealth 
of tilesets and 
utilities, such 
Dwarf Therapist, 
an app for 
managing the 
dwarves' jobs; 
and Stonesense, 
which renders 
the isometric 
graphics of your 
fortress. 


347 



































































< 

m 

o 


Q_ 

(D 

CO 

o 

“I 

o 


to 

? 


Oblivion was 
among the first 
games to use 
the Xbox 360's 
marketplace 
to sell DLCs. 
It was harshly 
criticised for 
charging $2.50 
dollars for a 
set of cosmetic 
horse armour, 
which became a 
term associated 
with overpriced 
DLCs in games. 


An oblivion gate, 
which leads to 
one of the hellish 
Daedric planes. 
While interesting 
at first, these 
dungeons quickly 
grow repetitive. 



O blivion represents a fundamental change in core 
audience for the venerable The Elder Scrolls 
franchise. While this was a franchise born on the 
PC platform, Morrowind was a trailblazer that opened up 
the console audience to a new type of RPG. Instead of the 
generally linear and narrative-driven Japanese RPGs that 
defined this type of game on consoles, The Elder Scrolls 
were games about an open world which involved crafting 
your own character and story. 

To this end, Oblivion placed pumping up 
production value as its first and foremost priority. 
The game had a cutting-edge physics system where 
objects could be moved around and thrown, very 
high 3D graphical fidelity, full voice acting, a realistic 
action combat system and many other features. 

While none of the production value here was a 
peak industry-wise, the fact that they managed so high 
a quality across a game of such size was nothing short 
of remarkable from a development perspective. 

But this was also the time of soaring development 
costs. Such investment enforces commercialism from 
the top down without skipping a beat. 



Gone is the unique oriental influence of 
Morrowind that saw it being populated with alien 
mushroom landscapes and complex political intrigue. 
Instead we are back in the safe embrace of token Tolkien 
European fantasy, complete with wolves, goblins and 
evil demons to slay. If only this was the only misstep. 

Voice acting meant that the text was pruned 
extensively, much of it being to the point and related 
to whatever current quest the player is on. The days 
of stopping a passer-by to talk about the local news, 
geography of the land and political upheaval are 
gone. And though Patrick Steward was advertised as 
providing the voice of the Emperor, this proved to be a 
marketing ruse since he dies in the tutorial and the rest 
of the game has a small cast which leads to uncanny 
valley moments where people are having conversations 
while having the same voice. 

This stripping away of complexities applies to the 
world and story as well: hellish portals appear across 
the land due to the Emperor and his entire magical 
bloodline being assassinated. But said land is mostly 
unaffected by this event. The side-content focuses on 
mundane dangers like bandits or other unrelated world 
threats. Its downright bizarre to hear the population 
express just minor concern over what is supposed to 
be the end of the world according to religious canon. 

For all the those faults though, it must be said that 
the quest design significantly improved; in fact, its one 
of the areas where the title excels. While lacking the 
context of Morrowind s quests, which were more about 
the setting and political intrigue, Oblivion provides 
excellent opportunities for adventures, such as 
exorcising a haunted manor bought cheap or travelling 
through someone’s mind to wake them up. The Dark 
Brotherhood assassination quests in particular are 
some of the best in the series. 


348 













A radical departure from Morrowind's customisable Ul, Oblivion added two mini-games: a reflex-based one for 

Oblivion's interface is list-based and designed for consoles. lock-picking and a crude logic puzzle for speechcraft. 



Many of the old-school RPG elements were streamlined, The Shivering Isles expansion moves away from generic 

but others were kept intact, resulting in an uneven game. European fantasy, sending you into a plane of madness. 



Gameplay-wise, Oblivion uses an action combat 
system with realistic hit detection, a clear departure 
from the statistical combat hidden by faux animations 
from the previous games. While this leads to better 
game feeling in all areas, it plays the same way from 
start to finish. No longer are there enemies that drain 
stats which require special medicine to reverse, nor the 
annoyingly charming Cliff Racers of Morrowind that 
would swoop down on the player. Outside of vampires 
that can turn invisible, Oblivions combat is all about 
smacking enemies and seeing their life bar go down. 

Admittedly, the trap design of dungeons does try 
to shore up fights by adding environmental factors, 
and turning them against enemies is rewarding but it is 
not enough to redeem the rest of the experience. 

Every issue mentioned here gets amplified by the 
invasive level-scaling system, which not only spawns 
creatures appropriate to your current progress - e.g. 
replacing a pack of wolves with a group of minotaurs - 
but also levels up them up to match you, making every 
encounter, again, fall into a rigid sameness quickly. 


The game also sold itself on its Radiant AI, which 
supposedly gave dynamic schedules to NPCs. However, 
given the small population and the obvious moments 
when they stop to execute their script, it mostly resulted 
in generating the uncanny valley effect yet again. 

Oblivion is and shall remain a controversial title. 
The wonderment of console players first exposed to a 
massive living world proves the game worthy of praise. 
But just as genuine was the bitterness of CRPG fans 
that hold Oblivion (along with Fallout 3) as the seminal 
example of the trend to mutilate CRPG design into 
palatable slop for the console mass market. LL 

Mods: 

Unofficial Oblivion Patch: fixes thousands of bugs. 

DarNified Ul: Offers an interface more suited for PCs. 

Oscuro's Oblivion Overhaul: A large mod that adds 
monsters, items, quests and removes level-scaling. 

Nehrim: At Fate's Edge: A brilliant total overhaul 
mod that often surpasses the original game. 


Oblivion 
received two 
expansions: 
Knights of the 
Nine asks you 
to collect a set 
of relics to fight 
the Sorcerer- 
King, while 
the critically 
acclaimed 
Shivering Isles 
sends players 
to the plane 
of madness. 


349 






































*The original 
Crawl was 
released in 
1995, but the 
Stone Soup 
development 
branch began 
only in 2006. 


How many games 
allow you to play 
as a stealthy 
octopus assassin? 
Far from a mere 
gimmick, each of 
the many exotic 
races offers a 
unique playstyle. 


A huge part part of the roguelike’s appeal is 
its mystery: random generation means that 
no two games will be the same and makes 
memorisation infeasible while the permanent death 
of player characters discourages careless trial and 
error. 

As a result, the player is expected to learn the 
games rules and adapt to different situations by both 
in-game preparation (levelling up, collecting items) 
and the knowledge of different strategies for dealing 
with the inevitable appearance of something he/she 
can’t face head-on. Failure to do so means their char¬ 
acter is lost forever, with no option but to start again. 

The trade-off here is that the larger games in this 
genre take an unimaginably large amount of failed 
attempts to figure out. In fact, this can be such a big 
time investment that learning games like NetHack 
or ADOM by yourself is simply not expected and 
the number of people who were able to finish them 
without reading spoilers, watching other people play 
or just asking more experienced players for advice is 
very, very low. 



One of the main design principles of Dungeon 
Crawl: Stone Soup is to avoid this while still keeping 
the game random, complex and difficult. To achieve 
this, the developers made Crawl almost completely 
free of instant deaths or difficult puzzles. 

On the other hand, they’re actively fighting 
against any sort of grinding and disproportionately 
powerful tactics - even going so far as to remove the 
ability to sell items in shops. In addition to trying to 
make the game fall into the “hard but fair” category, 
Crawl developers are also making their game as user- 
friendly as possible by including graphical tiles and 
full mouse support (old-fashioned fans can still opt 
to play the game in ASCII mode. There’s even an 
automatic exploration mode supposed to reduce the 
tedium of uncovering everything on the map. 

Crawl is generally considered to fall into the 
“hack-like” tradition of roguelike games: it’s inspired 
by NetHack' s persistent levels with special rooms, 
multiple dungeon branches, focus on preparation 
rather than levelling up, etc. However, it also features 
large, scrolling levels reminiscent of Moria or Angband 
and its complexity is not in the interactions between 
items but in countless possible character builds. 

There’s a large variety of races to choose from 
- 26 to be precise - and, while the standard ones 
differ mostly in stats, the more outlandish ones play 
completely differently, such as Ghouls who must 
devour corpses to avoid rotting or Formicid, humanoid 
ants that can dig through walls. There’s even a race of 
sentient housecats that can’t use weapons and armour 
but get additional lives after levelling up. 

There’s also a choice of class, although that 
affects only starting skills and equipment - different 
skills can be learned by using them and what started 
out as a warrior might end up being a mage. 


350 











"My favourite gameplay mechanic 
is roguelike permadeath: a 
character who took hours to build 
up can be destroyed forever by a 
few poor decisions and a single turn 
of bad luck. When you can't just 
reload a save from two minutes ago 
again and again until you get past 
any obstacle, decisions become 
meaningful and the game stops 
being a quasi-interactive movie and 
becomes a game again." 

- Linlev Henzell, 
Crawl's original developer 



Religion plays a very important role in Crawl 
as your character can worship many different 
gods, each providing different benefits while at 
the same time requiring a specific code of conduct 
- those range from simple, like Elyvilon wanting 
you to destroy weapons and avoid evil magic, to 
strange, like Ashenzari wanting you to wear cursed 
equipment. Some of the gifts given by those gods 
can be interesting too: followers of Dithmenos are 
surrounded by darkness, high-level Jiyva worshippers 
receive random mutations and those crazy enough 
to become Xoms playthings will turn Crawl into an 
unpredictable, unfair and extremely difficult game. 

The game begun its life back in 1995 as Linleys 
Dungeon Crawl , when it was still being developed 
by a single programmer, Linley Henzell. It was first 
released in 1997, then constantly updated until 2003. 


The “stone soup” version was supposed to be a 
temporary fork when the development team went on a 
hiatus, but after some time it was clear that the project 
was abandoned and DCSS became the official version. 

Like many roguelikes, Crawl is light on the plot - 
you search for Runes which will allow you to enter the 
realm of Zot to retrieve a mysterious Orb. Its not the 
most fascinating premise, although religion-related 
flavour text and some of the dungeon branches help 
to flesh out the world a little bit. Still, its just a minor 
complaint about an otherwise excellent and well- 
designed game. 

While Dungeon Crawl: Stone Soup might not be 
my favourite roguelike, its a great introduction to the 
genre before trying to get into titles like NetHack and 
probably the best choice for those who find typical 
roguelikes antiquated or too cryptic. MM 


Dakkon the Skirmisher 

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Vow kneel at the altar of Hemelex Xofoeh- 
Vou liaue lost your religion! 

Trog does not appreciate desertion! 

_Hemelex Xobeli vie leones you! 

—more— _ 


Crawl shines on 
its attention to 
details, such as 
how using cutting 
weapons on a 
Hydra will spawn 
more heads, 
giving it more 
attacks per turn. 


Playing in ASCII 
mode is also 
possible. Here 
we abandoned 
Trog, the God 
of Violence, 
in favour of 
Nemelex Xobeh, 
the Trickster 
God. A terrible 
punishment for 
this betrayal 
awaits us. 


351 




















Gothic 3's 
release was 
plagued by 
game-breaking 
bugs, which 
led to bad 
reviews and a 
"Disappointment 
of the Year" 
award. The 
Community 
Patch fixed most 
issues and is 
now officially 
endorsed by 
the game's 
publisher. 


Gothic 3's combat 
is fundamentally 
flawed, as you can 
stun-lock almost 
any enemy simply 
by attacking first. 



G othic 3 might be one of the most ambitious 
games ever attempted, trying to rival The Elder 
Scrolls for size but with the specific depth that 
Piranha Bytes showcased in their much-lauded Gothic 
series. But greatness is not made by ambition alone 
sadly, and saying this game is a gem in the rough would 
be an understatement. 

Following on Gothic 2s ending, the nameless 
protagonist now reaches the mainland, where the 
Kingdom of Myrtana is under Ore subjugation. While 
Ores in the previous games were just savages, the 
mainland conquerors are less Tolkien and more Klingon. 
They have an orderly warrior culture based on strength, 
but also a meritocracy with a strong sense of justice. 
This change was necessary to push the player towards 
possibly thinking of the Ores in a positive light, maybe 
even allying with them, as Gothic 3 features one of the 
most interesting reputation systems ever attempted. 

The Ores and the human rebels (as well as other 
factions) have their own rating for the hero and raising 
it will grant access to new quests, gear and areas. 
Moreso, each town has its own individual rating, and 
when it is high enough the hero is allowed to see the 
towns leader. From there he can decide to overthrow 
the current establishment or crush the dissidents. 



This system isn’t limited just to the Ores and 
human rebels in the temperate kingdom of Myrtana. 
Gothic 3 s world is huge, spanning three regions and 
over a dozen towns, with a similar faction choice to be 
made regarding the Hashishin and Nomads who live in 
the southern desert land of Varant. Unfortunately, the 
northern arctic region of Nordmar only has quests that 
allow siding with the local Barbarians against the Ores, 
as such, the whole area just feels unfinished. 

Sadly, that feeling pervades the entire game. While 
the idea of growing your reputation in each given city 
is amazing, in practice it’s less so, since it mostly boils 
down to performing fetch quests. Some of these are 
well-contextualised, like playing spy for the Orcish 
mercenaries, but for the most part they are menial jobs 
like getting meat or killing wolves for each town and 
village - an exercise in pure tedium. 

To top this off is the fact that there isn’t much 
interconnectivity between factions. You can complete 
quests in all towns and need only decide which side 
to take during the endgame, which makes it shallow 
and much less replayable than previous Gothics , where 
they forced you into a faction from the start. This is 
further reinforced by the fact that if more than a few 
towns are freed or rebellions crushed then the defeated 
factions will attack you on sight, something which isn’t 
explained to the player in any way. 

But even with all that there’s a sense of wonder 
to be derived from actually impacting the world by 
deciding who will rule each town. The game doesn’t 
hold your hand and allows you to go anywhere, do 
anything and kill anyone from the start. And while the 
story is almost non-existent for most of the game, there 
are three possible endings based on the faction you 
end up supporting, plus slides showing the fate of key 
characters. Yet, Gothic 3 could have been so much more. 


352 

















"What happens with the narrative 
when a major character dies? 

How can we tell a story without a 
reliable narrator? In this point we 
didn't meet our own expectations. 
The story is great but it slumbers 
beneath the surface and cannot 
really take off, because there is no 
mouthpiece to tell it." 

- Kai Rosenkronz, 
Gothic 3's developer and composer 



The other aspects of this game don’t have such 
extenuating circumstances. Gone is the rewarding 
exploration with hand-placed items, replaced by 
progressive randomised loot where the contents of 
chests you find are decided by the number of chests 
previously opened. This results in situations where 
the player manages to brave caves filled with monsters 
only to be rewarded with junk, while finding the 
better items in chests on the side of the road. 

Combat is a shadow of its former self: melee is 
decided by who manages to strike first due to stun- 
locking - a far cry from the previous Gothics where 
timing was essential. There’s also a new, completely 
unnecessary endurance bar that quickly drains as soon 
as combat starts and makes no sense in a game with 
lengthy town battles. Archery, on the other hand, is 
improved due to adding manual aiming and physics, 
which made it feel much more satisfying. 

Magic is relatively the same, but the progression 
structure was changed for the worse. You don’t start 
as a mundane character that has to prove himself if 
he wants to become a mage - now you can focus on 
magic from the beginning. Some of the higher level 
spells are quite spectacular, like changing night into 
day, but only the player has access to them since all 
other mages are limited to basic offensive spells. 


Engine-wise, Gothic 3 looks quite good for its 
time, and the lack of any loading screen in such a 
huge open world is an impressive feat. That said, there 
are plenty of visual quirks that require some tweaking - 
the draw distance especially, since it’s pitifully small. 
The game is also too colourful and bright for the grim 
atmosphere it wants to portray, something that its 
predecessors did quite well. 

It should be noted that Gothic 3 was bug-ridden 
on launch and only after extensive patching by the 
community was it truly finished. More than that, the 
fans added an optional alternative AI and system 
balancing to the game, but all it does, ultimately, is 
smooth a broken experience. While the community’s 
bug fixes are absolutely essential, breezing through 
the game on Easy as a mage with the alternative 
changes disabled is probably the most enjoyable way 
to see what this game does well. 

In its own twisted way, Gothic 3 is an endearing 
game, thanks to its scope and ambition in creating a 
living, breathing world - which was beyond the time 
and budget Piranha Bytes had available. Even so, 
there are a couple of unique elements here, and with 
the proper patches it is a worthwhile experience. Not 
necessarily one that needs to be finished, but one that 
can offer some worthwhile moments. LL 



Gothic 3 offers an excellent map that tracks the locations 
you've discovered, their quests and your reputation. 


Mods: 

Community Patch: Absolutely essential, it eliminates 
hundreds of game-breaking bugs. It also offers optional 
alternative balancing/AI, which makes the game harder 
and more complex - thought arguably not better. 

Quest pa ket: Adds a lot of new content to the game, 
especially new quests. Has fan-made German voice 
acting but a rather poor English translation. 

Content Mod: Expands upon the Questpaket, adding 
even more quests, items, equipment and new textures. 


Some areas 
like this desert 
stronghold 
can only be 
entered after you 
gained enough 
reputation with 
their faction. Or 
killed the guards. 


In 2008 
JoWooD 
Entertainment 
published 
Gothic 3: 
Forsaken Gods, 
a stand-alone 
expansion 
developed by 
Trine Games. 
Sadly, it's little 
more than a 
quick cash-in, 
replicating 
Gothic 3's faults 
without any of 
its redeeming 
qualities. 


353 




















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NWN 2 uses 
an updated 
version of NWN's 
Aurora engine, 
called Electron. 
Obsidian moved 
it from OpenGL 
to DirectX, 
planning for an 
Xbox 360 release. 
However, due to 
lack of funds 
the port was 
never made. 



O bsidians second game, once again a sequel 
to a Bio Ware title, Neverwinter Nights 2 is set 
in the Forgotten Realms, based on a modified 
Dungeons & Dragons 3.5 ruleset. The game features a 
long single-player campaign, an elaborate toolset for 
making custom content, as well as a multiplayer that 
allow players to create persistent role-playing servers, 
or just play through the game with a friend or two. 

The most impressive feature of NWN2 is the 
character system, sporting a very generous amount of 
classes, races and build options, including the option 
to pick multiple classes as your character improves. 
Few games can compare when it comes to the sheer 
variety of options for creating and developing your 
character. You could be a gnomish cleric/rogue who 
specialises in assassination, or perhaps a half-angel 
warlock mowing down enemies with dark magic and 
a fire-enchanted scythe. 

Equally impressive is that the game features 
several template builds for each class, providing ample 
guidance on what to pick for players who, like myself, 
have little prior familiarity with the D&D ruleset. It is 
everything a power gamer could hope for, while still 
being entirely accessible for the newcomer. 



Character creation fully employs D&D 3.5, with dozens of 
races, sub-races, classes and prestige classes to choose. 


The only real flaw of the character system is a 
slight lack of documentation, making external aids 
like wikis a requirement for an in-depth planning 
and understanding of your options, although this will 
only bother those who really like the gritty details. 

Sadly, combat does not live up to the promises 
of the character system, featuring a messy real-time- 
with-pause system and a clunky camera that makes 
it hard to tell what is going on, further obscured by 
fancy spell effects that block your view. 

And cast spells you will, because there’s no limit 
to resting, and therefore no limit to spell-casting and 
health restoration. Combat is further hampered by a 
generally poor AI and, in the campaign, a lack of good 
encounter design, making tactics mostly unnecessary. 
Overall, most battles will amount to little more than 
watching combat rounds roll on while you wait for 
the enemy health bars to deplete. 

Outside of combat, NWN2 also features various 
skill checks, both in-dialogue and while exploring, 
and a crafting system, which works but isn’t exciting. 
The enjoyment from these activities depends a lot on 
the writing and dungeon design, which most of the 
time works well enough, a few boring areas excepted. 



Eventually you'll get to manage a stronghold, rebuilding 
its walls, training guards and making various decisions. 


354 























'The biggest problems during 
development were an unrealistic 
scope and a lack of focus on 
quality/fun from the beginning. 
It's arguable that the former 
resulted in the latter. With D&D 
games, it's easy to become 
consumed by the idea of adding 
every feat, class, and race you can 
find in various books." 


- Josh Sawyer, 
NWN 2's lead designer 



NWN2 makes 
great use of skill 
checks, especially 
during some of its 
dialogs, where it 
presents multiple 
approaches with 
varying results. 


NWN2 s campaign is split into three acts: the 
first featuring low-level adventuring on the road 
to and inside the city of Neverwinter, the second 
revolving around an excellent trial, and the third 
around gathering allies to stop the big bad. 

The campaign as a whole is not bad or particularly 
good, but the pacing of the first act is horrendous, 
involving seemingly endless traipses to dungeons to 
unlock plot gates. The trial in the second act is a great 
example of how to do dialogue as a boss battle, only 
slightly undercut by the fact that your failure means 
nothing. The third act gives the player a stronghold to 
manage, providing a much-needed breath of fresh air, 
even if the decisions are mostly without consequence. 

During the campaign, you are joined by four-at - 
a-time of 12 total companions (mostly at your choice, 
sometimes imposed), one of every base class except the 
Barbarian. This makes all PC classes relevant, but the 
writing is spread a bit thin, and most of the characters 
are stereotypes of their class. They will sometimes 
interject during quests, allowing you to gain or lose 
loyalty with them, which has consequences later in 
the campaign when that loyalty is tested. 

Overall, NWN2 is a very strong foundation for 
a good CRPG, but the content is lacking, something 
which was addressed in the expansions. 



NWN2 features three different camera and control modes, 
from third-person to top-down, but they all work poorly. 


The first one, Mask of the Betrayer , featured a 
new campaign with vastly improved writing, while 
the second expansion, Storm ofZehir , introduced one 
with much stronger gameplay. NWN2 also received 
an official third-party adventure pack made by Ossian 
Studios called Mysteries of West gate, featuring a small 
city with less but more significant combat. 

With all this considered, Neverwinter Night 2 is 
more successful as a foundation for a great RPG than 
it is one itself, but it is still worth checking out, if only 
for mods or as an appetizer for the expansions. JA 

Mods: 

NWN2 s toolset is very powerful, but lost NWN Is 
accessibility. Still, fans created some fantastic content: 

Tony_K's Companion and Monster Al Mod: Im¬ 
proves the games AI, making it smarter and adding 
many quality-of-life features and improvements. 

Kaedrin's PrC Pack: Adds many new races, classes and 
prestige classes, plus new spells and cleric domains. 

Baldur's Gate Reloaded: A complete remake of the 
first Baldurs Gate, updated to fit the D&D 3.5 ruleset. 

Wulverheim: A huge, open-world sandbox campaign, 
heavily inspired by The Elder Scrolls IV: Oblivion. 

Pool of Radiance Remastered: An award-winning 
remake of classic CRPG Pool of Radiance. 

The Maimed God's Saga: A brilliant module where 
you play a cleric of Tyr sent on a quest that will test his 
faith. Has great writing and a heavy role-playing focus. 

Conan Chronicles: A multi-chapter campaign based 
on various short stories from Conan the Barbarian. 

Planescape - The Shaper of Dreams: An epic saga of 
a woman trying save her husband from the Abyss. 

Dark Waters: A three-part pirate campaign that 
pushes the limits of the engine, adding new gameplay 
modes such as naval battles and card collecting. 


NWN2 offered 
persistent 
multiplayer 
servers through 
Gamespy, but the 
service closed 
in 2012. You can 
still play through 
community-hosted 
servers, listed at 
www.nwnlist.com 


There are some 
valuable resources 
for NWN2 players, 
such as the NWN2 
wiki, which 
offers extensive 
documentation 
on the game's 
mechanics, 
and the online 
Character Builder, 
available at www. 
nwn2db.com 


355 

















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By editing the 
game's .ini 
files you can 
unlock higher 
resolutions. 

In Age of 
Pirates 2: City 
of Abandoned 
Ships you can 
also unlock 15 
new starting 
characters. 


Towns offer 
taverns to hire 
crew and hear 
rumours, multiple 
shops and NPCs 
that can provide 
you with quests. 
Or they can be 
captured and 
pillaged. 



T he Age of Pirates/Sea Dogs series is what 
happens when Russians play a lot of Sid Meiers 
Pirates and decide that they can do it better. 
By Crom, they almost did. 

The series began with Sea Dogs (aka Corsairs) 
in 2000. Bethesda then signed to publish a sequel, 
but renamed it to Pirates of the Caribbean (2003) to 
take advantage of Disney’s popular movie series. In 
2006, Akella released Age of Pirates: Caribbean Tales , 
changing the series’ name due to copyright issues. 

Afterwards, other developers began to make 
sequels. Age of Pirates 2: City of Abandoned Ships 
(2007) was a huge leap forward, adding three playable 
characters, better combat and a deeper stat system for you 
to further customise your characters. Years later came 
Sea Dogs: To Each His Own (2012), a professionally 
made mod released as a stand-alone game, it improved 
the graphics and added a more involved story. 

Each new game improved the engine and some of 
the systems, building upon the assets of the previous 
one, so the series’ core gameplay remained constant: 
open-world sailing, fencing and swashbuckling. 



You usually start the game choosing a character 
(some games only have one, others have multiple), a 
starting class (which defines your stats and initial gear) 
and a nation (England, France, Spain or Holland). You’ll 
then have to complete a starting tutorial, which ranges 
from short and skippable in some games to somewhat 
longer story-based intros in others. After that, you set 
sail - the entire Caribbean now open to you. 

You can sail in third- or first-person view, travel 
the world-map in a overhead travel mode and explore 
towns, forts and jungles on foot, talking to NPCs for 
quests and rumours. You’ll trade, fight and generally 
blunder your way across the Caribbean and, if you 
wander enough, run into special quests that can 
reward you with considerable wealth and rare ships. 

Your character’s skills improve the more you use 
them, and you can buy perks that add key benefits 
to your playstyle. You can also hire ship officers and 
fighters to cover whatever skill deficiencies you have. 

Fighting on land or while boarding involves two 
key parameters: health and stamina. You die when you 
run out of health, and you can’t swat even a fly without 
stamina. You and your opponents play by the same 
rules, and while one-on-one combat is easy, getting 
swarmed in a group can be anything from challenging 
to tedious, depending on how well-stocked you are 
with potions. You also have the emergency option of 
firing a pistol, which, while handy in a pinch, takes 
long enough to reload that swordplay remains the 
chief means of fighting. 

The first games have a button-mashing combat, 
but the swordplay was upgraded after Caribbean Tales , 
offering six moves: a light swing, a lunge, a heavy 
overhand blow, a counter attack, a parry and a huge 
swing that cuts at everyone in front of you. You can also 
block attacks, and sidestep or dodge backwards. 


356 












You have to carefully manage your crew, morale and cargo, 
as they will affect your efficiency while sailing and fighting. 



Sea battles require you to pay close attention to the 
wind and your cannon's range, maneuvering carefully. 



Age of Pirates 2 added the PIRATES stats system, which 
was heavily inspired by Fallouts SPECIAL system. 



Long travels are done in a overhead world map. You'll 
have to keep an eye on food, morale and other ships. 


A nice abstraction when boarding a crew that 
heavily outnumbers you: instead of facing vast 
numbers beyond the engines capacity you instead face 
very tough opponents who are several levels ahead of 
you. A nice touch, if a bit perplexing to new players. 

Sea combat is an entirely different beast. It might 
seem slow and ponderous (hint: the + button speeds 
up the game) but is far more character-skill dependent 
than fencing. You get regular cannonballs for all¬ 
round damage, grapeshots for greater hull damage, 
chain-shot for sail damage and explosives for setting 
ships on fire. All of them have their uses, no matter 
your style of ship fighting. You can also command 
a fleet of ships into battle, so you wont always face 
utterly terrible odds. 

Due warning, this series is as Russian as they 
get. Outdated graphics, indifferent writing, no hand¬ 
holding, an emphasis on certain aspects of “realism”, 
extremely obscure mechanics and quests that run the 
gamut from simple “FEDEX quests” to utterly crazy 
gigs that are the equivalent of looking for an ink-drop 
in the entire goddamn Caribbean waters. 


Its all very daunting to newcomers. Even if you 
spend hundreds of hours playing, you’ll probably still 
need a walkthrough to complete some of the more 
unique quests, especially the endgame ones. 

On the other hand, they offer an amazingly open 
experience, similar to Mount & Blade (2008), and 
you can definitely see your character progress from 
landlubber to sea dog, master fencer, etc. There’s a lot of 
RPG here, from choosing your character’s initial build, 
to working for different factions, to getting a sustainable 
economy going. Forget wooing the governor’s daughter 
like in Sid Meiers Pirates. Here you can BE the governor. 
But you gotta take over the colony first. Good luck. 

Since the games are all very similar, it’s hard to 
point out which is the best one. Furthermore, every 
entry in the series has one or two big exclusive mods, 
so the community is quite fractured. Good starting 
points are Sea Dogs: To Each His Own (the latest entry, 
has a good story and better graphics) and Pirates of the 
Caribbean with the New Horizons mod (huge amount 
of content and options for free play). Just pick one and 
set sail into a life of adventures. ER 


357 


































































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*Dark Messiah 
was ported to 
the Xbox 360 
in 2008, under 
the title Dark 
Messiah: Might 
and Magic - 
Elements, with 
extra levels and 
new multiplayer 
modes to enjoy. 


You'll be joined 
by the young 
mage, Leanna, 
and by Xana, 
a spirit that 
provides advice 
and snarky 
comments. 



W hen the 3DO Company went bankrupt in 
2003, Ubisoft bought the Might and Magic 
licence and did a complete reboot. Their 
first new game, Heroes of Might and Magic V, presented 
a new world called Ashan and followed the story of 
a group of knights fending off a demon invasion and 
uncovering the Prophecy of the Demon Messiah, who 
would one day unleash chaos upon the world. 

Twenty Ashan and three Earth years later, the 
“kicking simulator” formally known as Dark Messiah: 
Might and Magic details the adventures of Sareth, a 
warrior sent to retrieve an artefact known as the Skull 
of Shadows. He is aided by Xana, a spirit confined 
inside his soul right in the games beginning cutscene. 

While the story boasts four endings (really the 
permutations of two major choices), its fairly simple 
and linear. You can almost guess the plot points by the 
first hour of the game, after the introduction of all the 
roles. Its quite cheesy and probably intended not to be 
taken seriously, seeing that all characters can be easily 
read and predicted - especially Xana’s voice steering 
you towards conflict. Regardless, considering the 
franchises large storyline background and its context, 
Dark Messiah’s storyline is actually quite important to 
the new Might and Magic universe. 



The game blends this convoluted setting with 
whats possibly the best first-person melee combat 
in gaming. It starts slowly, with a tutorial level that 
dissects some of the arguably composite mechanics 
of the game. But within minutes of the first chapter 
you’re thrown right into action - and will understand 
that combat here is not a matter of mashing buttons. 

Dark Messiah’s combat is fast, deadly and offers 
a solid array of options to inflict damage and defend 
yourself, whilst demanding a careful approach to 
enemies. You can equip swords, daggers and staffs, 
attacking with stabs, slashes and lunges, depending on 
your movement - these can be enhanced by holding 
down the mouse button, unleashing a power attack. 
Shields will block attacks easily but can be destroyed, 
while parring is risky but allows for counter-strikes. 

Thanks to the solid physics engine, you can also 
employ the environment to your advantage - setting 
objects on fire, triggering traps and destroying pillars 
placed next to patrolling guards. Another option is 
kicking enemies into spikes or over cliffs, a tactic so 
powerful on release it could be used to “cheese” the 
entire game and became the source of many jokes. 

Being a game focused on action, Dark Messiah’s 
RPG elements are simplified. Instead of gaining XP 
and levelling up by killing, you’re given skill points 
for each objective met, of which there are plenty per 
chapter. There are three main skills trees to pursue - 
Combat, Magic and Miscellaneous. Even though they 
are small, it’s wise not to spread your points too thin. 

Combat skills allow you to deal more damage, 
disarm enemies and aim better with the bow, while 
Miscellaneous skills include passive bonus and a few 
Thief skills, such as lock-picking and backstabbing. 
The stealth system isn’t always useful, but it’s quite ro¬ 
bust, based on light and sound like the Thief games. 


358 












"I clearly remember when we 
discovered how creating an icy 
surface made the ores slip on it. 

I think it was when we realised that 
we were right in trying to create a 
simulated world where everything 
was possible. This was really fun/' 

- Raphael Colontonio, 
Dork Messiah's creative director 



The Ul is simple 
and elegant, with 
a quick bar, a 
small slot-based 
inventory and 
three talent trees 
you can spend 
skill points on. 


The Magic skill tree features standard fare such as 
fireballs and healing magic, but also spells to freeze the 
ground, see in the dark, plus an amusing telekinesis 
power that works just like Half-Life 2 s Gravity Gun. 

While you’ll grow quite powerful during your 
journey, equipment change will be sparse. Still, with 
each new sword, dagger, staff, bow or armour you’ll 
get visibly stronger, and some weapons have special 
abilities that manage to make them fairly memorable. 

Dark Messiah employs a 2006 version of Valve’s 
Source engine, complemented by Havok’s powerful 
physics engine. The developers managed to deliver 
an outstanding presentation of medieval architecture, 
with massive gates, churches, temples in ruins, Ore 
constructions, a complete boat and much more. It’s 
not without its flaws, though: walking and jumping 
on narrow edges has to be executed with extreme 
caution, light sources in some places may deter your 
field of view and the chase in the third chapter can be 
annoying with its twists and turns and rope climbing. 
It also tends to crash sometimes, so save often. 

While levels can be impressive, they are all too 
linear - so much so, Arkane didn’t even bother to in¬ 
clude a map system. But there are plenty of the secret 
item caches to find, which depending on your famil¬ 
iarity with the game may decide if you live or die. 



The game is focused on melee combat, but you'll also 
have access to 12 spells, from fireballs to telekinesis. 


Multiplayer, although nearly dead at the time 
of the writing, still can be enjoyed if you find some 
friends and an available server. Game modes include 
the classic “capture the flag” and “crusade”, where the 
teams try to take control of the whole map and can 
level up like in the single-player mode. The maps are 
visually stunning and well-designed, with open arenas 
for inexorable bloodshed and nooks and crannies for 
sneaking around and setting up traps and ambushes. 

Arkane’s concern for details is substantial even 
on their least known game: there’s a forge that you can 
use to make your own sword; a bow that allows you 
to shoot ropes and climb them; mage apprentices that 
tremble in fear once they see you; and a rewarding 
“adrenaline boost” that activates after a certain 
number of killings, allowing you to mangle enemies 
with a single strike or beefed-up spell. A work of 
passion, these details add a lot to the fun factor, even 
if they are not very important or innovative. 

Unfortunately, none of this was enough to make 
this underrated game stand out among the other big 
releases of 2006. Nonetheless, Dark Messiah should 
be tried by anyone with at least a mild interest in 
first-person RPGs - or that wants to experience the 
best kicking physics of all time. There has not yet been 
a foot stronger than Sareth’s. GZ 



The multiplayer mode offers five classes with 
unique skills and huge arenas for battle. 


359 















Mass Effect 
became a 
cross-media 
hit, with seven 
novels, ten 
comic series, 
board games, 
action figures, 
a theme park 
ride and even 
a movie in 
the works. 


The character 
system in ME1 is 
the most complex 
of the series, 
allowing great 
customisation of 
playstyle. 


D uring the past 10 years, we had many popular 
RPGs that conquered millions of fans and left a 
mark on the entire industry. However, few will 
dispute that Mass Effect was the most influential of all. 
An epic trilogy that spanned six years - from 2007 
to 2012 -, yet was still contained in a single console 
generation, using the same engine. Hard to say if well 
ever see an ambitious project like this succeed again. 

Mass Effect feels like the end goal of what began 
back in Star Wars: Knights of the Old Republic - the 
scope, narrative and choices of a computer RPG, but 
in an accessible form, easy to be played on controllers. 
BioWare had tried using a real-time martial arts 
combat in Jade Empire , but titles like Resident Evil 4 
(2005) and Gears of War (2006) proved that third- 
person shooters were a perfect match for consoles. 

Yet Mass Effect is not just “ KotOR with guns”; it 
draws heavily from Star Trek and Babylon 5, as well as 
classic space RPGs like StarFlight and Star Control. 

You’re not a young farmer in search of adventure, 
nor a lone mercenary who’s getting into trouble - you’re 
Commander Shepard, soldier of the Human Alliance. 
You have missions, commanding officers, a ship, and 
must answer to the Citadel Council, a committee of 
advanced alien races who rule the civilised galaxy. 



You start by defining who Commander Shepard 
is, choosing gender, background and one of six classes. 
These range from the Soldier, a gun combat specialist, 
to the Engineer, who focuses on tech (shields, hacking), 
to the Adept, who uses powerful biotic abilities (like 
telekinesis), with the three remaining classes being 
hybrids of these archetypes. 

Once you’re done, the game truly begins, and 
you’ll immediately notice how BioWare did everything 
to make the game as “cinematic” as possible, from the 
camera angles during conversations to the film grain 
filter the game uses. Another new feature is the Dialogue 
Wheel. Developers always struggled to display the long 
dialogue lines of PC RPGs on a TV screen: the solution 
used here is to only display short paraphrases of the 
dialogue lines, so the player quickly reads and chooses, 
then sees his/her choice spoken verbatim by Shepard. 

The game follows Bio Ware’s traditional formula, 
starting with an intro mission then opening into four 
locations the player must visit in any order to reach the 
ending. The difference is that when the game opens 
you also gain control of your very own spaceship and 
can fly to various planets and systems to engage in side- 
quests, which fits perfectly with the game’s concept. 

As you travel to various planets, you’ll eventually 
meet and recruit companions. Mass Effect 1 has six of 
them, and they’re easily the best BioWare made since 
Baldurs Gate II. While they wouldn’t be fully developed 
until ME2, the cast is charismatic and memorable. 

As the game advances, you’ll get the chance to 
make several choices, which often will award Paragon 
or Renegade points, a simple morality system inherited 
from KotOR. Most of them are rather superficial, only 
changing your mission reward or some extra dialogue 
line, but they create a decent illusion, thanks to some 
actually meaningful choices woven in between. 


360 













"I can say that the reason ME1 
was so immersive is that we had 
the luxury of spending almost a 
year thinking up and fleshing out 
the universe (planets, technology, 
aliens, political and historical 
details) before we had to actually 
start writing the game. It let us 
really create something with a lot 
of depth." 


- Drew Karpyshyn, 
Mass Effect's lead writer 



Unique Paragon 
and Renegade 
dialogue 
choices can 
appear on the 
Dialogue Wheel 
depending on 
your character's 
morality and 
dialogue skills. 


All this builds up to Mass Effect's enticing call to 
adventure - you choose a new destination on the star 
map, travel there with your ship and go out exploring 
with two squad mates, meeting new aliens, locations 
and mysteries, all while making choices that define 
your story and bring you closer to your final goal. 

Its here that the spirit of games like StarFlight and 
Star Control are felt in force. You can survey planets 
and asteroids for valuable minerals and relics, as well 
as land on a few of them with the Mako, an all-terrain 
vehicle, for side-quests that range from killing pirates, 
bandits and aliens to trying to negotiate with rebels or 
just hunting more relics and minerals. 

Sadly, you cannot move freely in space - only jump 
from planet to planet - and there’s no space combat. 
Most of these side-quests are also very formulaic, being 
set in similar locations and usually just boiling down to 
brief combat encounters. But there’s a nice effort to give 
them weight, as you learn about them by overhearing 
conversations and news broadcasts, hacking terminals 
or when fleet admirals directly contact you. 

In fact, this is where Mass Effect 1 stands out from 
the rest of the trilogy: the sense of scope. Shepard is not 
the “Space Jesus” she/he would later become, but rather 
the leader of a group of misfits working from inside the 
system to solve a threat that the system can’t handle. 



You get your own spaceship and can freely explore the 
galaxy, doing side-quests or searching for rare resources. 


While ME2 and ME3 would greatly improve the 
gameplay, adding a more engaging combat, enhanced 
graphics and a much more polished overall experience, 
the series also lost something important in the process. 
It narrowed the setting, made everything revolve 
around Shepard, Reapers and Cerberus. And only that. 
So much so that Mass Effect: Andromeda (2017) had 
to do a “soft reboot”, travelling to a whole new galaxy. 

Mass Effect 1 still indulges in player-pandering 
and some power fantasy cliches from time to time - 
especially during its overly dramatic ending - but most 
of the time it succeeds at painting an overwhelmingly 
large universe. One where humanity is just a young, 
second-class race who recently unlocked space travel. 

Setting-wise, Mass Effect 1 is the series is at its best. 
It presents a galaxy filled with possibilities, interesting 
creatures and mysteries, all waiting to be uncovered by 
those brave enough to reach to the stars. FE 

Mods: 

MEUITM: The Mass Effect Updated/Improved 
Textures Mod greatly improves the games visuals, 
adding high-res textures and new shaders. 

A Lot of Textures (ALOT): A complementary texture 
pack for MEUITM. Also available for ME2 and ME3. 



The Mako is an all-terrain vehicle you'll get to drive when 
landing on uncharted planets and hostile environments. 











Puzzle Quest had 
an expansion 
called Revenge 
of the Plague 
Lord. It was 
released on 
consoles, but 
never reached 
the PC. Fans 
then made an 
unofficial port of 
the Xbox version. 


S teve Fawkner was once known as the man behind 
the Warlords series. But for a new generation 
he’s the creator of Puzzle Quest , the Puzzle/RPG 
in which you battle foes in a Bejeweled- style game. 

Combat in Puzzle Quest takes place on an 8x8 
board where the aim is to match three or more tiles 
of the same type. Each tile has a different function: 
coins give you money, purple stars give XP, skulls 
deal direct damage to the opponent and the coloured 
globes serve as mana for spells. The satisfying aspect 
of the game comes from the simplicity of the core 
mechanic, combined with the skill required to chain 
multiple groups together, deny your opponent access 
to mana and earn extra turns. 


The world map 
expands as you 
progress, and 
there are usually 
many different 
quests to 
choose from. 



Puzzle Quest 2 
trades the 2D map 
for a beautiful 
isometric dungeon 
with various levels. 



There are four character classes available - 
Druid, Knight, Warrior and Wizard - each with his 
own set of spells and passive skills. Spells range from 
dealing direct damage to altering tiles on the board 
and even taking multiple turns at once. You unlock 
new spells by levelling up, but can only equip a 
maximum of six different spells. Choosing the right 
loadout of items and spells to counter your foe is of 
vital importance, and experimentation is encouraged. 

Exploration is done through a 2D map with an 
appealing, painted art style. There you can visit towns, 
buy equipment, take quests and listen to rumours. The 
world is limited at first, but as you progress new areas 
are unlocked. Over time, enemies pop up and block 
routes, meaning you must either find an alternative 
way or fight them to progress. 

The story itself is a little bit flat and your main 
motivation for the various missions is really just 
to gain XP and gold. There are four realms to visit, 
focusing on different factions, and these introduce 
new enemy types to fight or capture. Some quests 
offer you choices, and you can gain companions who 
provide handy support abilities, such as damaging an 
enemy as the battle begins. 

The big appeal of Puzzle Quest is taking an 
already addictive puzzle game then adding depth and 
RPG elements to it. Later in the game you can capture 
monsters to use as mounts, learn spells from enemies, 
hunt treasures, craft your own magical equipment and 
even build siege weapons and conquer entire cities. 

The formula became quite popular and led to a 
number of follow-up games, including Puzzle Quest: 
Galactrix (2009), which had a sci-fi setting and used 
hexagonal tiles - akin to Hexic - and Puzzle Quest 2 
(2010), a direct sequel with similar mechanics but 
focused on dungeon-crawling. GE 


362 












































O ne day Mr. Lemongrass left home, eager to 
become an adventurer. However, Recettear 
isn’t about his heroic deeds, but rather his 
collateral damage. More to the point, it’s about the 
huge debt he left after vanishing that must now be 
paid by his daughter, Recette. She’s a naive young girl 
that never worked a day in her life, and has inherited 
the task of opening an item shop and making enough 
money to repay the whole debt in one month. 

With this very unique premise, Recettear places 
the player as owner of a small shop in a typical RPG 
town, full of adventurers and surrounded by dun¬ 
geons. Your job is to run the shop, purchasing items 
and reselling them for a profit. 

At its core it’s a very simple system, but has many 
nuances that add to the experience. For example, if 
you feature only expensive items and decoration, your 
shop will be considered too fancy, attracting fewer 
customers. There are also special events, such as days 
when certain types of items are in high demand. 

Over the course of the game you’ll meet various 
adventurers. After gaining their friendship you can 
hire them to explore a dungeon for you. Once you 
do, the game changes into a isometric Action RPG, 
where you explore randomly generated levels, defeat 
enemies and collect treasure. Many items can only be 
found inside dungeons, including ingredients to craft 
powerful weapons - that you can either give to your 
adventurers or sell at a high price. The dungeons have 
few enemies and can quickly get repetitive, but at least 
the boss fights every five levels are interesting. 

Since there’s limited time to pay the debt you’ll 
have to manage your schedule, setting time to run the 
shop, buy supplies, explore dungeons and talk to the 
townsfolk. Sadly, the latter is underused, rarely resulting 
in anything besides one-note stories and jokes. 


Recettear also features post-game content, with 
extra dungeons and boss battles, two New Game+ 
modes and the hellish Survival Mode, where each 
week you must pay increasingly high debts, trying 
your best to keep the shop open as long as you can. 
Of course, not everyone will have the urge to master 
capitalism, or the patience to explore dungeons with 
100 floors, but the main story is short, light-hearted 
and a nice change of pace from other RPGs. FE 





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* Recettear was 
first released at 
the 73rd Comiket 
in 2007, and 
then localised 
into English by 
Carpe Fulgur in 
2010. IPs often 
credited as one 
of the pioneers 
in bringing 
Japanese games 
to Steam. 


The combat is 
very simple but 
every adventurer 
plays differently, 
and some floors 
have special 
conditions. 


A poor adventurer 
asks for an expensive 
item. Do you lower 
the price to equip 
him better, or 
do you prioritise 
your profit? 


363 




















STALKER is 
loosely based on 
the Soviet sci-fi 
novel Roadside 
Picnic (1972), by 
Arkady and Boris 
Strugatsky. The 
same novel also 
inspired the 1979 
film Stalker, by 
Andrei Tarkovsky. 


The Zone is filled 
with anomalies, 
such as unstable 
gravitational fields 
and clusters of 
high temperatures. 

To help navigate 
around them, you 
can throw metal 
bolts as you walk. 


B efore Far Cry 2 and DayZ challenged players 
with their unrelenting ecosystems, Ukrainian 
studio GSC Game World created STALKER, an 
FPS/RPG hybrid set in an alternate reality version of 
the Chernobyl Exclusion Zone. 

Struck by a second disaster, the Zone is now home 
to mutants and anomalies that defy the laws of physics 
- as well as valuable radioactive artefacts hunted by 
“stalkers”. As the amnesiac Marked One, players will 
be advancing through the Zones large open world in 
their quest to hunt down a figure called Strelok. Each 
of the Zones regions comes with unique obstacles and 
points of interests, offering plenty of opportunity to 
interact with NPCs, trade items or scavenge loot in 
warehouses and underground labs. 

STALKER blends several styles of gameplay, such 
as FPS, RPG, survival horror and sandbox. During 
combat it distinguishes itself with tactical elements 
like stances, stealth and leaning, and by applying 
realistic physics to every shot. Lifelike hit damage 
and wide open spaces mean that the intense gunfights 
can end as soon as they start, reinforcing the sense 
of fragility. Players must leverage their resources 
and play carefully if they are to emerge relatively 
unscathed in the already hellish game world. 



While there’s no RPG-style XP/level-up system, 
equipment and inventory management are vital. 
There are several types of weapon, ammo and armour 
available, but their weight and durability must be 
carefully considered. Players also have to deal with 
hunger, bleeding, radiation and other types of hazards. 
The artefacts scattered across the Zone can be used 
to boost resistances, though usually with a drawback 
(e.g. reducing radiation but increasing bleeding). 

Sadly, interaction with NPCs is usually limited to 
just accepting quests, trading or asking about rumours. 
However, STALKER does offer several different 
endings based on the players reputation with the 
Zones factions and NPCs, as well as how they chose to 
act in certain important story quests. 

From bandits and mutants to pockets of radiation 
and anomalies, the Zone offers many dangers, the 
biggest of them being its systemic nature. STALKER’S 
A-Life engine gives every NPC in the game a dynamic 
routine set by personal goals. Whether it’s bandits 
fighting lone stalkers or rabid dogs charging into 
settlements, events can be spontaneously triggered 
even when the player’s not around, giving the Zone a 
sense of place and generating new quests. 

In spite of its oppressiveness, the Zone plays host 
to an eerie sense of wonder and beauty. From guitars 
being played near campfires to the day-and-night cycle 
that showcases striking lighting effects, STALKER’s 
world acts as a picturesque allegory to Mother Nature 
reclaiming her property. Soviet-era ruins stand out 
from the fauna and flora, evoking a feeling of lost 
history titles such as Metro 2033. Because STALKER 
rewards constant exploration, the player gradually 
becomes acquainted with their environment, allowing 
them to take in the scenery and contemplate the Zone’s 
threatening and alluring nature. 


364 







"...[the player] is not limited by 
shooter-standard corridor limits; 
he can act at his will and see how 
the outer world reacts to his doings. 
We are very glad we managed to 
implement the unusual mix of FPS 
and RPG, integrating the elements 
of stealth and, horror, so as to 
provide a unique playthrough to 
each of the players." 

- Anton Bolshakov, 
STALKER: SoC's project lead 



STALKER isn’t without its fair share of faults. 
Combat can abruptly shift from challenging to 
punishing with the slightest tactical misstep, 
especially against humans whose resilience can prove 
unfairly advantageous even when using the same 
gear as the player. Backtracking can become a chore 
when carrying too much loot, and technical oddities 
can lead to broken quests and wonky AI. A fitting 
metaphor to the Zone’s unpredictability, one might 
say, but these issues can be easily eliminated with the 
game’s numerous fan-made mods and patches. 

Shadow of Chernobyl would go on to spawn 
two additional games, Clear Sky and Call of Pripyat. 
Clear Sky (2008) is a prequel that introduces gear 
customisation and a faction system, allowing players 
to take sides in a war and help capture strategic points 
or remain neutral. Call of Pripyat (2009) is the most 
polished entry, with improved AI, UI, quests and 
stealth gameplay, but also the most streamlined. 

As engaging as these games are, their atmospheres 
fail to replicate the harsh oppressiveness of Shadow of 
Chernobyl. Still, the STALKER series is known for its 
extensive library of mods, and while the original game 
remains the best “vanilla experience”, excellent mods 
like Misery and Call of Chernobyl recently turned Call 
of Pripyat into a must-own for fans. 



Artefacts can give several types of bonus, like increased 
burn resistance, but they usually come with a drawback. 


The greatest achievement of STALKER: Shadow 
of Chernobyl is its peerless transplantation of survival 
horror to an open world. Like the Zone itself, the 
game is foreboding and relentless, but beneath its 
intimidating facade lies a captivating sandbox that 
invites players to explore its nooks and crannies, 
presenting an opportunity to bolster their gear and 
unravel the mystery behind one of the eeriest locales 
in both gaming and human history. MIS 

STALKER: Shadow of Chernobyl Mods: 

Zone Reclamation Project: A large bug fix pack with no 
further changes. Recommended for a first playthrough. 

Autumn Aurora 2: Greatly improves the graphics, tweaks 
gameplay and UI and includes the Zone Reclamation 
mod. A good all-in-one pack if you want better visuals. 

Lost Alpha: A free, fan-made stand-alone game based 
on concepts STALKER had early in its development. 

STALKER: Call of Pripyat Mods: 

Misery: The most popular of all STALKER mods, 
it turns Call of Pripyat into a hardcore survival game. 

S.T.A.L.K.E.R.: Call of Chernobyl: Combines the maps 
of all three games into one massive sandbox game using 
Call of Pripyat s engine. Also has many of its own mods. 



Your PDA tracks quests and can also display information 
about hidden caches learned by looting enemies' PDAs. 


The moody 
lighting effects 
and grim 
soundscapelend 
uncanny beauty 
to the vast Zone. 


Originally 
announced in 
2001, STALKER 
suffered many 
revisions 
before being 
released. Some 
features, such 
as a faction 
wars system, 
were cut from 
the final build 
and later 
reintroduced 
in the sequels. 


365 

























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Many powerful 
spirits inhabit 
the Rashamen 
lands. Diplomacy 
is often possible, 
but you'll also 
need to feed to 
stay alive. 


M ask of the Betrayer is the story-focused 
expansion to NWN2. That’s not to imply 
that it’s a graphic novel, but rather that the 
changes introduced are all in service of the story 

It included extra content such as classes and 
races that can naturally be used in modules and such, 
but at its core it is a single-player product. While the 
original campaign was about a group of adventurers 
saving the world, MotB is about you escaping a curse 
that threatens to devour your soul with the help of 
people similarly driven by personal goals. 

The expansion’s story is mostly unrelated to 
the original’s, and while you will miss a reference or 
two there is absolutely no requirement that you play 
NWN2 beforehand - unless you want a tutorial, as 
MotB begins at Level 20 and goes all the way to 30. 
This can overwhelm those new to D&D rules, but 
also provides a much wider variety of crazy character 
builds, including new epic feats and spells. 

Much like the original campaign, this one is 
split into three acts. The first and last are fairly short, 
consisting only of the introduction and ending, 
whereas Act 2 is fairly large and open-ended, with 
plenty of optional content. Unfortunately, thanks to 
the inherent power of the “epic levels” (above Level 
20), you’ll likely be fairly overpowered after Act 1. 



While the challenge suffers after Act 1, it’s also 
when MotB begins to truly shine, for it is here that the 
Spirit Meter manifests. Put simply, it’s a measure of 
how much spirit energy your character has - energy 
that’s constantly being drained by a curse. As it drains 
you’ll receive various stat penalties and eventually die. 

To counteract this, you must suppress the hunger 
with your will, or by consuming spirits. Spirits are 
thankfully plentiful in the Rashamen lands where a 
lot of the campaign takes place, but its inhabitants do 
not take kindly to you eating their spirit friends. 

Around the time of MotB’s release, the Spirit 
Meter was the subject of much scorn from both press 
and players. The chief complaint was that managing 
the meter was very hard. This perceived difficulty is 
blown out of proportion however. If you treat your 
curse without due consideration, you will die or be 
forced to sacrifice parts of your soul (XP) to survive. 
But, treat it with the respect that the game’s setting, 
lore and characters say you should, and you will 
survive, even if you do not thrive. 

The Spirit Meter is reason enough for MotB to 
be remembered and studied (aside from its excellent 
writing). With it, Obsidian succeeded at something 
few game developers attempt: entwining the game’s 
narrative and mechanics in a compelling way. In both 
the story and the gameplay you are under constant 
threat of succumbing to the curse, giving you ample 
reason to push forward. This lends meaning to the 
events of the game, as you feel yourself struggling with 
the same problems that your character deals with. 

The constant drain also limits the player’s resting, 
preventing the constant replenishing of hit points, 
spells and abilities - an issue that often plagues 
D&D games. Unfortunately, the epic levels allow for 
characters so powerful that resting rarely matters. 


366 














"On Mask , my goal was to make 
the companions feel unusual and 
different, partly to reinforce the 
player's impression of being a 
stranger in a strange land. Okku 
was mostly inspired by the giant 
animal gods in Princess Mononoke. 
When I first saw that movie in the 
early 2000s, I wanted to *be* one 
of those guys in a game... or failing 
that, I wanted to travel with one." 

- George Ziets, 
Mask of the Betrayer's creative lead 



Thankfully, Obsidian delivered a great narrative 
alongside its Spirit Meter. While NWN2’s campaign 
was a poorly paced save-the-world plot, MotB borrows 
heavily from Planescape: Torment , presenting a short 
and personal story of searching for answers to your 
curse. The game graciously takes advantage of often 
overlooked aspects of D&D’s settings, such as the 
nature of the gods and the extra-dimensional planes. 
This provides many interesting vistas and dungeons 
to explore, from temperate forests to death vaults, 
from shadow planes to the inside of dreams. 

The characters that join you are also unique and 
generally very well-written. You may travel with three 
of five companions (two of them mutually exclusive): 
a half-celestial cleric, a Red Wizard of Thay, a dream- 
walker shaman, an undead abomination made of 
convicted souls and, last but not least, a Bear God, 
king of animal spirits. 

The companions will react to your actions and 
choices - please them and they will impart various 
boons, antagonise them and they might leave. They 
very rarely ask you to pick sides amongst themselves, 
but each has a personal goal which drives them. These 
come with a suitably big influence swing, but may be 
a suboptimal action for you. Just be mindful that they 
may even attack you if you cross them. 



You're free to explore the world in search of clues, but 
must pay attention to your Spirit Meter during travels. 


Besides companion interactions and a healthy 
amount of choices regarding quest resolution, a large 
part of role-playing in MotB revolves around how you 
choose to view the curse. It’s slowly sucking your life, 
but it also bestows you the power to devour spirits 
(and other abilities players might uncover by learning 
to control the curse). 

Sadly, the simplistic nature of D&D’s alignment 
system largely removes around the moral depth this 
choice could have had. Still, MotB has the most satis¬ 
fying evil path of any game I’ve played, and there are 
multiple endings (and ending slides) to fit your choices. 

Simply put, Mask of the Betrayer is brilliant. The 
writing is of high quality and refreshingly original. 
The way the gameplay and story is tied together by the 
Spirit Meter is excellent, and I hope it is remembered 
in the future. Building and planning your character is 
as fun as ever. And even more nice things are hidden 
in the details: a stellar bit of voice acting here, a cool 
role-playing choice there, a powerful unique item 
hiding behind that. 

The combat may be too easy and the gameplay 
mostly mediocre but, with so much other good stuff 
in the game, does it even matter? JA 

Mods: 

MotB Makeover SoZ Edition: A complex mod that 
adds features introduced in NWN2: Storm ofZehir, 
such as full party creation (up to eight characters), 
companion multi-classing and an expanded crafting 
system. Save for a replay, as it changes the game a lot. 

Rooster Cheat: Removes the party limit, allowing 
you to travel with four companions. A mod for those 
who value story and role-playing over combat. 

Romance Pack: Allows you to romance some of your 
companions, and adds extra scenes tying up possible 
romances from NWN2’ s original campaign. 


You'll journey 
across the planes 
to exotic places 
such as the Wall 
of the Faithless, 
where those 
without a god 
are sent to suffer 
after death. 


TIP: use cheats 
or mods to get 
all companions 
into your party 
at the same 
time. Combat is 
easy regardless, 
and there's no 
point missing 
out on their 
excellent 
dialogue. 


367 




















Agarest was 
first released in 
2007 in Japan 
for the PS3. It 
was localised 
into English 
for consoles in 
2009, and then 
ported to PCs 
in 2013. 


Choices you 
make during the 
game will affect 
battles you face, 
your alignment 
and relationship 
with the three 
heroines of each 
generation. 


The orange dots 
on the world map 
are mandatory 
"filler" battles, 
which are far too 
frequent and 
will test your 
patience. 


A very divisive title, Agaresfs main feature can be 
either its main draw or an irredeemable flaw: 
can you endure a journey that spans multiple 
generations of heroes and over a hundred hours? 

The game is a tactical JRPG where you control 
a party of up to six characters, fighting in extremely 
challenging turn-based battles. The game was clearly 
made for hardcore players, so expect tons of stats and 
equipment, an elaborate skill system, combo attacks, 
crafting, enchanting, monster capturing, formations, 
multiple routes, fan-service and a lot of grinding. 

Along the way you’ll meet a colourful cast of 
characters - including three romanceable heroines - 
and make a few decisions which affect your alignment, 
the battles you’ll face and which girl likes you more. 



After a few dozen hours, you reach the climax, 
battle evil, marry your girl of choice and have a baby. 

However, instead of ending there, the game 
flash-forward until your son is all grown up and you 
take control of him, ready to meet new companions, 
romance new girls and make a new stand against evil. 

Agarest lasts for five generations, all working 
towards a final goal. Items, spells and some 
companions carry on, and the stats, weapons and looks 
of each generation’s hero are determined by his parents’, 
leading to some interesting long-term planning. 

Inexplicably, despite being “five-games-in-one”, 
the developers decided to pad Agaresfs length. Thus, 
while the events and story battles are interesting, 
you’ll waste an ungodly amount of time in pointless 
filler fights. Moreover, the game is repetitive and really 
starts to drag after the 3rd generation. I honestly can’t 
imagine the patience required to replay it multiple 
times to see all the routes and the secret “true ending”. 

In 2009, a prequel, Agarest Zero , was released. It 
follows the same basic formula but reduces the filler 
combat and only has two generations. It also added 
character creation for the first hero and a lot of great 
post-game content - including an abridged version of 
the first game that removed all filler and choices. 

Agarest 2 arrived in 2010 with better graphics, 
three generations of heroes and a new, more complex 
(but confusing) combat system based around combos. 

It’s hard to pick the best game - the first has 
the best characters; Zero polishes the gameplay and 
reduces padding while Agarest 2 s fast-paced number¬ 
crunching combat might interest more some players. 

Regardless, here’s some advice: Agaresfs DLCs are 
pay-to-win, so disable all of them except for dungeons 
and extra costumes. Otherwise, you’ll start the game 
extremely overpowered, ruining all the fun. FE 



















E lona , short for “Eternal League of Nefia”, is a free 
Japanese roguelike with rather unconventional 
design choices - such as its open-world nature 
and the fact that death is not permanent. 

Most typical roguelikes are about exploring a 
single self-contained randomly generated dungeon, 
restarting from the beginning if you die. Elona , on the 
other hand, counts on the player holding on to one 
save file for dozens, or even hundreds of hours. 

At first sight, Elona may look derivative. Many 
mechanics were borrowed from ADOM and it uses 
art assets taken directly from RPG Maker and Stone 
Soup. It also has a less serious tone, with chest-busters 
from Aliens , Big Daddies from BioShock and even 
Pokeball-like items you can use to capture monsters. 
But there’s an undeniable complexity underneath it. 

While the game is pretty sparse when it comes 
to dialogue choices, its role-playing options go far 
beyond the typical “melee, ranged or magic” tropes 
seen in nearly every modern fantasy RPG. 

For example, it’s perfectly viable to play focusing 
on Charisma. Such characters may roam from town 
to town performing as a musician and earning money 
that way. They don’t even necessarily have to do battle 
- it’s often possible to run away, but high Charisma 
also means a greater capacity to employ hired 
mercenaries. Not interested in the life of a travelling 
musician? Charisma also makes it easier to get paid as 
a travelling merchant, or even a prostitute. 

The game provides so many varied mechanics, 
random dungeons and side-quests that it’s very easy to 
get distracted from the main quest and pursue other 
interests. A player might run a farm, build a shop or 
even set up a museum. Investments can be made, but 
bills need to be paid every month. There are also allies 
and monsters you can recruit - or marry - or breed! 


Moreover, sudden events like being affected by a 
dangerous mutagenic wind or having a town infested 
by aliens can completely alter your game, enforcing 
urgent objectives or unpredictable new powers. 

This sandbox approach, the lack of permadeath, 
its 16-bit JRPG-like graphics and controller support all 
give Elona a very different appeal from other roguelikes, 
but there’s more than enough freedom, depth and 
challenge here to please most RPG fans. TM 



Noa moved on 
to work on a new 
game but made 
Elona's source 
code available, 
leading to new 
versions. The 
most popular is 
Elona+. which is 
Japanese-only 
but has an English 
derivation called 
Elona Custom . 


Its Japanese 
origins are felt: 
early on you can 
get a cat, dog, 
bear or little girl 
as a "pet". In 
Elona+/Custom 
you can even 
evolve the girl. 


Elona offers ten 
classes and 11 
races, as well as 
several traits and 
feats, allowing for 
characters that 
can range from a 
Lich Warmage to 
a Fairy Pianist. 









































































































(D 



In 2008, an 
Enhanced Edition 
of The Witcher 
was released, 
with countless 
improvements, 
new adventures, 
an improved 
editor and even 
optional fan- 
made mods. It 
was a free update 
for registered 
owners of The 
Witcher. 


Geralt carries a 
silver and a steel 
sword, plus many 
potions, oils and 
bombs he can 
employ against 
certain enemies. 

You must study 
to know when to 
use which. 



T he Witcher is a single-character Action RPG 
based on Polish fantasy author Andrzej 
Sapkowski’s series of novels, featuring Geralt 
of Rivia, the eponymous witcher, a magically mutated 
monster hunter for hire. The plot follows Geralt trying 
to retrieve formulas and items required to create more 
of his kind, which were stolen during an attack on 
Kaer Morhen, a ruined fortress serving as a haven for 
the few remaining witchers. However, this turns out 
to be only one thread in a much more complex series 
of events, in which the protagonist gets involved. 

The game was created by CD Projekt RED, 
development studio branch of Polish game publisher 
and distributor CD Projekt. It was the studios first 
release and clearly a work of passion, as it shows that 
the creators were the book series’ fans. The Witchers 
faithfulness to the source material and attention to 
detail is remarkable, maybe even a bit too much, with 
some characters, ideas and dialogues clearly recycled 
from the books, sometimes with a different name. 

The Witcher was created on a highly modified 
version of Neverwinter Nights’ Aurora Engine, but you 
probably would not notice that if it wasn’t written in 
huge letters on the intro screens, as graphics are vastly 
improved even compared to Neverwinter Nights 2. 



Sound design is very good, and, while the bleak 
music may not be very appealing to listen to outside the 
game (unless you are trying to fuel your of depression), 
it complements the game’s setting perfectly. 

The world created by Andrzej Sapkowski is 
a place, where happy endings are very few and far 
between. Its inhabitants are usually savvy enough 
to understand this, and try to cope using (often 
dark) sense of humour and cynical attitude, only 
emphasised by the fact that almost nobody in the 
world cares about religion. This creates an interesting 
mix of classic fantasy and mature themes with a semi- 
serious approach - even if CD Projekt failed to avoid 
the trap of “mature equals sex, violence and profanity”. 

This is a world where monsters roam the 
countryside, with most people helpless against them. 
Human dominance has forced elves and dwarves 
exist to live in ghettos or take up arms as guerrillas 
(or terrorists, depending who you ask). Mages reserve 
their miracle-working magic for elites, who can afford 
their services, while human and inhuman life is 
valued highly only by a select few. 

Geralt is one of those people, as much as he 
wishes he was not. He tries to be a cold professional, 
but more often than not he ends up helping people, 
because nobody else will or can. He repeatedly tries to 
remain neutral in the affairs of the world and just do 
his job. In the novels he usually fails, in the game the 
player decides which path is the right one - or rather, 
the least wrong one. 

While The Witcher is not an open-world game, 
each chapter puts Geralt, in a fairly large area, 
which he can explore, and interact with its various 
inhabitants. Character progression is hand-waved as 
Geralt regaining his skills and knowledge lost due to a 
near-death experience and subsequent amnesia. 


370 














"We didn't want the vision 
of the game to be in any way 
distorted or dampened. An odd 
example of that occurred during a 
conversation with a publisher who 
said that, on account of their market 
research, players overall want their 
protagonist to be an Elvish woman 
and that if we had changed The 
Witcher accordingly they would have 
considered negotiating a contract." 

- Michaf Kicihski, 
CD Projekt's co-founder 



In combat you 
must pick one 
of three combat 
styles best suited 
to your enemies 
and then carefully 
time your clicks 
to chain attacks. 


When levelling up, Geralt earns skill points of 
three types: bronze, silver and gold. These can be spent 
to improve his abilities, with higher levels requiring the 
rarer silver and gold ones to unlock. 

As witchers are superhuman monster hunters, 
Geralt is able to take on multiple enemies at once 
from the very start, using one of his two swords - steel 
against humans and their like, silver against monsters 
- and a fast, strong or group fighting style (which 
works well against agile, armoured and numerous 
opponents, respectively). Using other melee weapons 
is possible - but suboptimal, as Geralt s kill only works 
with his swords - but ranged combat is not possible. 

The game offers two camera modes for you to 
play in. Clicking on the enemy when in top-down 
view will cause Geralt to automatically close the 
distance and attack, while clicking on the ground 
will move him away and/or evade attacks. Over- 
the-shoulder camera makes controls more action¬ 
like, with manual, keyboard-controlled movement. 
In both modes well-timed button presses will chain 
attacks into combos, with increasingly more elaborate 
animations and higher damage as the protagonists 
abilities increase. 



The Witcher features sex scenes and full-frontal 
nudity, that were censored on the US version. 


Geralt also knows five simple spells called Signs, 
which can help him in a pinch and be upgraded by 
spending skill points. The toughest fights, however, 
require thorough preparation - learning about your 
target via books and NPCs, then using alchemy to 
brew potions that will temporarily boost Geralts 
abilities and exploit the monster s weakness. 

Most of the time, however, is spent talking 
to people living in the city of Vyzima and its rural 
surroundings. Over the course of his adventure Geralt 
will meet all sorts of characters, and its by interacting 
with them that players will get immersed into this 
rich world - solving many problems and pondering 
over morally grey issues - but also hearing gossip, 
fist fighting in taverns, playing dice and occasionally 
getting drunk in the company of good friends. 

Because ultimately, this is what The Witcher is all 
about - becoming Geralt of Rivia and living his life 
for a little while. And it does it very well. WM 

Mods: 

CD Projekt released a toolset with the game, leading 
to some interesting fan-made adventures and mods: 

Medical Problems I & II: A fantastic two-part saga 
where Geralt must uncover the mystery behind a 
strange illness. Features multiple endings and over 15 
hours of gameplay, with great writing and design. 

And a Curse, and Love, and Betrayal: One of the 

biggest fan-made Witcher mods, you must cleanse a 
mine and solve a lovers curse. About 12 hours long. 

Full Combat Rebalance Mod: Completely revamps 
the combat, aiming to make it closer to the books. 

It was developed by Andrzej “Flash” Kwiatkowski, 
who also did Flash’s Witcher Mod , which adds higher 
difficulty settings to the game, bug fixes and other 
features. He was later hired by CD Projekt Red. 


The Witcher book 
series' popularity 
in Poland is 
incomparable to 
any other fantasy 
franchise. One 
week after the 
game's long- 
awaited release it 
was out of stock 
everywhere. One 
of The Witcher 
short-stories 
collections, 

The Last Wish, 
remains the only 
Polish fantasy 
book adapted 
into a film (and 
a TV series). 


371 














In 2008 Aperion 
released 7.62: 
Reloaded, a stand¬ 
alone expansion 
to High Calibre. 
Unfortunately, it's 
only available in 
Russia, but some 
of its content was 
included in the 
Hard Life mod. 


A lthough it was released back in 1999, Jagged 
Alliance 2 still reigns alone - a highly complex 
and detailed tactical game that to this day is 
still played by fans, with many mods still being made 
to keep the game alive and going. Many JA2 wannabe 
games exist, but the consensus is that none can 
compare to what was achieved in JA2 with mods, not 
even the recently released Jagged Alliance Flashback. 

It turns out JA2 also had a cult following in other 
corners of the world, and in 2005 a Jagged Alliance 
wannabe called Brigade E5: New Jagged Union was 
developed in Russia. It didn’t do well with professional 
critics but developed a loyal fan base. Two years later, 
a sequel was released called Brigade E6 (known as 
7.62 High Calibre in the US), featuring a more non¬ 
linear gameplay and other various changes. 

By far the most interesting part of the game is its 
combat system. Instead of using turn-based combat 
like /A2, High Calibre features a unique real-time- 
with-pause system. The easiest way to explain it is that 
every single action takes time. For example, want to 
turn around? It will take you 0.20 seconds. Want to 
grab a med kit stored in your pockets? 0.89 seconds 
are used for that! 


Every action in the game takes time, including 
the most basic ones like changing stance, picking up 
objects and, of course, firing your weapon. While this 
may sound clunky and messy, it actually makes the 
combat really deep. The player must make intelligent 
choices and calculate its time to play effectively. 

The amount of depth underneath the system is 
staggering - there are four shot types, six movement 
types, customisable firing modes, a locational damage 
system and multiple variables that alter the speed of 
each action. Even adrenaline plays a big role, making 
characters act faster, but less accurately. 

Apart from the combat, another great feature is 
the number of weapons available. From pistols to light 
machine guns and sniper rifles, High Calibre features 
over a hundred weapons, a number of which can be 
further raised by installing mods. 

Weapons have stats such as accuracy, magazine 
size and damage, but also other stats like the time 
it takes to aim them and their reliability. Unreliable 
weapons like the Colt M16 must be kept well-repaired 
and clean, or they might jam at the worst possible 
moment - meaning some players might prefer the 
legendary reliability of an AK-47 instead. 



You can start as one of eight different mercenaries, each 
with a set of attributes, but with customisable skills. 



It's vital to carefully maintain your guns, consider your 
loadout and optimise your pockets for quick access. 


372 





































"Each command performed by 
your soldier takes some time, 
real time. This time depends on 
soldier skills, his condition, and 
so on. All your soldiers perform 
their actions simultaneously with 
each other and enemy soldiers. 

This brings realism to the combat. 
Interruptions in turn-based systems 
are but an attempt to simulate this. 
Unsuccessful attempt, I should say." 

- Dmitry Ivashkin, 
High Calibre's lead programmer 



Stats also vary between the classes of weapons. 
Pistols are weak and inaccurate but are much faster 
to aim and fire, making them very good close-range 
weapons, when accuracy is not a problem. Some 
weapons can even have their stock folded to make 
them faster to aim at the cost of reduced accuracy. 

There are also many weapon accessories, such as 
flashlights, suppressors, foregrips, bipods, bayonets, 
underbarrel grenade launchers, laser sights and 
multiple types of scope. Some attachments also have 
weaknesses - laser sights and flashlights can make 
you easier to spot by enemies, and using long-range 
scopes will reduce your field of view, making it easier 
for enemies to flank you. 

With so many options, combat feels rewarding 
and fresh. This is fortunate because the rest of the 
game is not so well-designed. Sadly, High Calibre 
suffers from various bugs and a boring “FedEx quest” 
storyline, filled with uninteresting characters and 
saved only by its exciting battles. 

You’ll start as a lone mercenary, hired to find a 
Russian businessman that is currently hiding in the 
North African nation of Algeria. High Calibre is an 
open, non-linear game, so you can move around the 
map to different cities, take multiple side-quests and 
side with either the rebels or the government forces. 


There are various locations to travel to, and you can 
buy a vehicle to go faster and store items in the boot. 


Later on you’ll be able to hire mercenaries to 
help you in battle, partake in highly intense battles 
to capture and control cities and other valuable areas, 
and also create militia to defend your locations from 
enemies. If they die, you will have to capture the area 
again in more high-intensity battles - an activity most 
JA2 players should be used to. 

Unfortunately, 7.62 High Calibre isn’t the JA2 
successor we all have been waiting for. However, with 
the help of a few mods, those into tactical battles can 
definitely still have a great time. SG 

Mods: 

Blue Sun Mod: The most well-known mod for the 
game, it adds a new quest line, more mercenaries 
to recruit, more maps, hundreds of new weapons, 
stat balancing and many essential bug fixes. Highly 
recommended even for first-time players. 

Mercapocalypse: A merge of two popular mods, 
adds new mercenaries and over 350 new weapons. It 
also rebalances weapon stats and adds more diversity 
to enemy weapon usage. Requires the Blue Sun Mod. 

Hard Life: A Russian mod designed for 7.62 veterans, 
it radically changes the game and adds lots of content. 
Was recently translated into English and released on 
Steam as an free enhanced edition for 7.62 owners. 


Inside cities you can take quests, hire mercenaries, buy 
weapons and even conquer or defend the whole city. 



Your stats, 
skills, injuries, 
adrenaline levels 
and even in which 
pocket you placed 
an item will all 
affect the speed 
of your actions. 


The Blue 
Sun Mod is 
endorsed by 
the developers 
and can be 
downloaded 
on Steam. Just 
enable it in the 
"Betas" menu. 


373 



















UD 

O 

O 




Eschalon: 
Book I became 
entirely free 
in 2017, in 
celebration 
of its 10th 
anniversary. You 
can download 
it here . 


Light is very 
important in 
Eschalon, and 
its pitch-black 
nights and dark 
dungeons make 
torches essential 
equipment. 


W hen a lone developer started talking about 
this old-school fantasy RPG that he was 
working on back in 2005, most people 
didn’t believe he could pull it off. Much to everyone’s 
surprise, he not only released Eschalon: Book 1, but 
also managed to release two more sequels. 

“Old-school” describes the game pretty well, it 
looks like it walked straight in out of 1992. SVGA 
graphics, a clunky turn-based interface and very little 
in obvious charm. But give the game a minute of your 
time and its true magic will show itself. Eschalon 
boasts an elaborate skill system that allows for several 
solutions to various problems. 

The game mechanics follow clear and simple 
formulas and are easy to grasp, with special mention 
of to how they seem to cater to thief-like characters, 
which is uncommon in RPGs. Locks sport various 
designs and levels of quality, but in many cases they 
can also just be smashed open with brute force. 

The setting feels unimpressive and cliched at 
first, staring with the tired trope of an amnesiac 
protagonist that wakes up in a ruined house. 



A cryptic chain of letters guides him onto the 
main quest which involves four powerful gemstones, 
and soon enough he’s travelling across the lands, 
invading goblin strongholds and dwarven fortresses 
in order to prevent a cataclysm from taking place. 

Probably the greatest feature of Eschalon is the 
freedom of exploration, there are very few artificial 
barriers in place to force a player along a pre¬ 
determined path. Instead the game opts for the more 
organic approach of giving travel advice via NPC 
conversations and readables. Only rarely are gates 
used to block further progress, and walking off the 
beaten path is often rewarding. 

To help with the exploring, Eschalon sports a 
detailed automapping system, but asks that skill points 
be invested in the Cartography skill to use it. Sadly, 
there are no recruitable characters to help the player, 
and while character dialogues aren’t badly written I 
still couldn’t shake the feeling that NPCs were little 
more than quest dispensers or shopkeepers. At least 
some quests allow for multiple solutions. 

But the bread and butter of the game is the 
combat. The turn-based system allows for a tactical 
approach, with the environment playing a vital role. 
Gates can be slammed down on monsters’ heads 
and traps can be laid down in tight passages. Light, 
sound and line of sight also play a role, and, while 
other games make darkness your enemy, here it can 
be made an ally. With little effort, any character can 
become a proverbial ninja, striking unseen. 

But, unfortunately, Eschalons versatile system 
is unbalanced to the point of being broken. Most of 
the spells in Eschalon outright replace various skills 
and equipment, rather than being sidegrades or 
buffs. Mage characters become nigh-unstoppable 
powerhouses as a result. 


374 





















"What inspired me to start this 
project was actually the sheer 
disappointment that I have felt with 
the design of most modern RPGs. 
They are created with the idea of 
targeting as wide a demographic as 
possible, and, in doing so, they've 
shut out the niche market that gave 
birth to this genre in the first place. 
[...]With the Escholon series, we 
hope to alleviate this lack of choice 
by offering an RPG that is inspired 
by the greatest ones of all time 
rather than trying to reinvent the 
genre all over again." 

- Thomas Riegsecker, 
EschoIon's creator 



Character 
creation features 
all the standards, 
plus options 
like choosing 
a home region 
and a religion. 


Skills also suffer from severe balance issues, as 
some of them are only used in a handful of situations, 
or maybe even on just a single map. 

As can be expected, the game improves with the 
sequels: Eschalon: Book 2 was released in 2010 and 
strikes a good balance between having more of the 
same and adding new things, like overhauling the UI 
(so now it looks like a 1993 game) and adding in-game 
weather. The neatest addition is the customisable 
difficulty level; this includes options such as weapons 
wearing down with use, and hunger and thirst meters. 

In contrast, Eschalon: Book 3 (2014) feels like 
it was rushed out the door. Sporting only minor 
improvements to the game mechanics, the game 
is clearly only half-finished as the ending comes 
abruptly and the writing takes a nosedive in quality, 
to the point of making the whole story anticlimactic 
and disappointing. 



Combat is turn-based and somewhat simplistic, but it's 
agile and helps with keeping the pace of the game fun. 


The games ending goes so far as to make the 
other two games in the series feel irrelevant, which 
frankly is unforgivable. Combine that with overall 
poor graphical support (none of the games support 
widescreen resolutions) and it becomes clear that the 
third game was neglected by the developers. 

Sadly the poor performance of the third game 
has all but killed further support and goodwill for the 
Eschalon trilogy, leaving it hanging by a thread when 
it needed a lifeline. AV 

Fan-made Editor: 

In 2008, an unofficial character and map editor was 
created by Eschalon s community member, xolotl. 

Since then, the editor has been officially endorsed by 
Basilisk Games, and modders have already created a 
dozen of small mods for Eschalon: Book III. 



The sequels add small but welcome upgrades, such as 
difficulty customisation, item wear and a better UI. 


375 

































Those willing to 
give the original 
Hellgate: London 
a try should use 
the Revival Mod 
for better game 
balance and 
more content. 

And keep an 
eye out for the 
upcoming London 
2038 mod . 


Hellgate uses 
London's metro 
stations as hubs 
between random 
dungeons, but 
they only offer 
goofy NPCs and 
dull fetch quests. 


Weapons follow 
the classic Diablo 
coloured loot 
system and can 
be upgraded, 
but guns don't 
require bullets 
nor reloading. 


I clearly remember myself watching the fantastic 
trailer for Hellgate: London , awestruck by the 
promise of a Diablo! FPS hybrid where high-tech 
holy warriors fought hordes of demons in the ruins 
of a post-apocalyptic London. I would shoot flying 
demons with holy rifles, unleash spells from balconies 
of gothic buildings and they would fall one by one, 
spewing out incredible amounts of loot! 

At a quick glance the promises were delivered. 
Hellgate s action is fast-paced, there are interesting 
weapons with unusual mechanics, plus cool monsters 
and bosses. The art direction is tight and consistent, 
darkness is used cleverly in some areas, buildings 
have several stories for you to traverse, and loot pours 
out of monsters like there’s no tomorrow. 



The game presents three archetypes to choose 
from, each divided into two sub-classes. Blademasters 
and Guardians are melee warriors; Summoners and 
Evokers are spellcasters; Marksmen and Engineers are 
ranged attackers. Depending on your weapons, you 
can switch between a first- or third-person camera. 

With these features, former Blizzard developers at 
the helm and a fine marketing campaign, Hellgate was 
highly hyped and sold nearly one million copies. 

Then came the fall. It quickly became evident 
to players that content was lacking - they were just 
walking in the same corridors and fighting the same 
monsters. The only thing that changed was their HP 
and damage, plus a few poorly balanced skills. 

Valuing quantity over quality, designers over¬ 
relied on MMO-type fetch quests - everything was 
based on “collect this artefact”, “kill this monster”, 
“collect X body parts from X type of monster”. 

Like Diablo II, the game could be played either 
online or offline, but only those paying a monthly 
“Elite” subscription of $10 (or a lifetime fee of $149) 
would get content updates, such as new dungeons and 
items. Regardless, all players had to deal with server 
issues, character resets, crashes and bugs. 

And so, a year after Hellgate s release, Flagship 
went bankrupt, closing the game servers soon after. 
A Korean company then bought the game and 
re-launched it in 2011 as Hellgate Global - this time 
free-to-play and with new Tokyo areas. Criticised for 
its “pay-to-win” progression, it lasted until January 
2016 - with a Chinese company then buying the 
rights and re-releasing it in China as Hellgate: Reborn. 

Few games get this amount of hype and chances, 
but, while Hellgate: London had a brilliant concept, it 
failed to deliver. Borderlands (2009) would soon prove 
just how well u Diablo with guns” could work. BA 


376 

























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3 


B -Ball. B-Ball never changes. The year is 2053. 
Basketball is dead. Ravaged by the power of the 
Chaos Dunk, the lives of countless innocents 
were inadvertently taken by Charles Barkley. 

Basketball became forbidden, putting the sport 
into disarray. In the same year, the storm of dunking 
came again - a mysterious player reduced Manhattan 
to cinders. From the ashes of slamming devastation, 
a veteran of basketball would struggle to arise. Life in 
the Cyberpocalypse is about to change. 

Barkley, Shut Up and Jam: Gaiden is difficult 
to describe. Its a comedic RPG, and yet the world 
and its characters take themselves very seriously. 
Inspired by Chrono Trigger and Earthbound , the game 
presents a bizarre trip around Neo New York and its 
surrounding areas, with quests and characters that 
can go in outlandish directions. 

You’ll write poetry, uncover the long-forgotten 
history of b-balls and realise the full potential of the 
Chicken Dew. If a talking fuel pump lectures you on 
the sublime nature of Chrono Cross , things have clearly 
taken a turn for the strange. The writing is a strange 
amalgamation of basketball references, allusions to 
JRPGs, and just about everything else in between. 

The combat is the traditional turn-based JRPG 
fare, with up to four party members and several special 
attacks. The combat also embraces the absurdity of 
the setting. Clashing against Basketball spiders, Zombie 
Referees, and Robotic Killer Gatorades is a slice of 
what the developers came up with. 

The special moves of your characters require 
special input that varies wildly between one another 
in terms of gameplay, and it makes each scuffle feel 
unique instead of just another grind. Only in Shut 
Up and Jam: Gaiden could you breakdance with Uzis 
while curing a bad case of diabetes. 


Graphically speaking, the comical design of the 
characters, enemies and locales are a treat. And the 
music delivers a serious Cyberpocalyptic atmosphere, 
only occasionally heading into silly territory. 

Any gamer with a sense of humour could find 
nirvana here. Barkley, Shut Up And Jam: Gaiden is a 
treasure trove for RPG fans both old and new, serving 
as a reminder that some of the best things in life are 
free - just like this game. GT 



That's a nice may to greet a friend. 
Charles. Heh, I was just in the 
neighborhood and thought I heard some, 
dribbling. 



A sequel to 
Barkley was 
funded by a 
Kickstarter 
campaign in 
December 
2012, raising 
over 120,000 
dollars and 
currently 
scheduled 
for 2018. 


You'll come 
across all sorts of 
characters, from 
your old friend 
Michael Jordan 
to a cyberdwarf. 


Mix and match 
your abilities 
with the varied 
combat system. 
Slam them from 
downtown, or 
have yourself 
some chicken 
fry-the choice 
is yours. 


377 





















The Last 
Remnant was 
released for Xbox 
360 in 2008, 
then received 
an enhanced 
PC port in 2009, 
adding a New 
Game+ mode, a 
Hard Mode and 
extra content. 
A PS3 version 
was advertised, 
but sadly later 
cancelled. 


Some battle 
commands are 
only available in 
certain contexts, 
while others 
depend on 
hidden stats. 


The character 
system is very 
different, as you 
can't directly 
control the class, 
skills or equipment 
of units. The focus 
are the formations. 


T he Last Remnant was a first for Square Enix, 
in many ways. It was their first game using the 
Unreal Engine 3, director Hiroshi Takai’s first 
time at the helm, and their first big RPG designed from 
the ground up to appeal to Western audiences (which 
didn’t work, as reception in the West was lukewarm). 
The result is a highly unusual JRPG with some key 
flaws that prevent it from reaching greatness. 

The game is set in a fantasy world divided into 
city-states, all of which were built around Remnants, 
mysterious ancient artefacts that hold great power. 
Remnants have different shapes and sizes, going from 
small hand weapons to colossal towers, monsters and 
weapons. They can only be bound to one person at a 
time, usually the ruler of each city. 




The story begins with Rush Sykes, the son of two 
Remnant scholars, having his sister kidnapped. In his 
quest to rescue her, Rush finds himself in the middle of 
political struggles, uncovering several mysteries and 
makings allies in the process. It’s as bad as the typical 
JRPG story, but with a slightly better supporting cast. 

But make no mistake - battles are the focus here. 
The Last Remnant's combat system is the game’s high 
point - as well as its most divisive aspect. Instead of 
individual characters, the player controls “unions”. 
Each union can have up to five units, and the number 
of unions and units grows as the story progresses, up 
to five unions and 18 units per battle. 

The HP, stats and skills of each union depend on 
its formation and the units comprising it. Instead of 
directly choosing attacks, you give general orders like 
“Use magic!”, “Heal yourself!” or “Charge!” to each 
union, and its units then decide how to act. 

There are many nuances like Battle Rank, morale, 
engagement and hidden stats, all of which are poorly 
explained. This makes combat artificially complicated 
at first, but it becomes rewarding once you mastered 
it, especially the large-scale battles near the end. 

The game has many sub-quests, crafting, mining, 
random unique monsters, challenging optional battles, 
and sudden difficulty spikes which may lead players 
to grind, but you’re actually punished for it. Enemies 
scale up after you pass a certain threshold and some 
can grow so powerful as to become near impossible. 

As such, The Last Remnant has a sweet spot - you 
should do all the side-quests and pursue its excellent 
optional battles, but grinding or min-maxing too 
much can spoil the fun. JRPG fans with the patience 
to learn its mechanics will have a good 60-100 hour 
experience with the game’s unique combat system, 
great soundtrack and beautiful art. FAX 


378 



















S et in a fictional version of Europe during a World 
War I-like conflict, Valkyria Chronicles saw the 
veteran Sega team behind the Sakura Wars series 
deliver a breath of fresh air into tactical games. 

The games outstanding feature is its blend of 
tactical turn-based RPG with third-person combat. 
When a mission starts you’re sent into a tactical map 
and asked to dispatch up to ten units. Each turn 
you’re given a set number of Command Points, and 
by spending one you get to control a unit in third- 
person mode, walking around for a set amount and 
performing one attack. You may use a unit repeatedly, 
but once your points are over, the turn ends. 

The game offers five classes - Scouts, Engineers, 
Shocktroopers, Lancers and Snipers - plus two types 
of tank. Knowing where and when to use them is key: 
a Lancer can destroy a tank with one well-aimed shot 
at its engine, but it’s useless against regular troops. 

Each character also has its own personality traits: 
a “Loner” character, for example, gets a bonus when 
far from the rest of the squad. After each battle you’ll 
earn money and XP based on your performance, 
which can be used to upgrade weapons, armour and 
tanks, as well as level up each of the classes. 

The main campaign offers 18 battles with a wide 
range of goals - you’ll pursue an armoured car across 
narrow streets, avoid enemy search parties in a forest 
at night, defeat a massive tank, blow up a bridge, etc. 
Some missions can take over an hour to complete and 
allow many strategies, though the game pushes you to 
complete them as fast as possible to earn an S rank. 

You’ll eventually unlock extra side-missions, 
such as repeatable skirmishes (where you can train), 
special missions based around individual characters 
and the DLC missions, which are included in the PC 
port and allow you to play as other squads. 


Between each mission you’re treated to story 
cutscenes, which are surprisingly good. Characters 
are quirky but down-to-earth, and the story is simple 
but focuses heavily on racism and the horrors of war, 
going as far as to include a concentration camp. 

The fantastic art style helps to set the bleak yet 
hopeful tone of the game, mixing expressive cell- 
shaded models with a charming watercolour style. 

Sadly, the sequels Valkyria Chronicles II (2010) 
and III (2011) remain PSP exclusives, while Valkyria 
Revolution (2017) changed the series’ combat into a 
disappointing fantasy Action RPG of sorts. 

Still, Valkyria Chronicles remains one of the best 
tactical RPGs of the 2000s, with a fresh take on the 
genre, an involving story and gorgeous visuals. FE 




CD 


to 


Valkyria 
Chronicles was 
first released 
for the PS3 
in 2008, then 
ported to PCs 
in 2014. It also 
got a remaster 
for the PS4 
in 2016. 


The game is turn- 
based, but you 
control your units 
in third-person 
mode, manually 
positioning them 
and aiming shots. 


Battlefields 
offer several 
obstacles and 
opportunities, 
such as high grass 
troops can hide 
in, minefields, 
sniper towers, 
elevators, 
barricades, etc. 























CO 


Bethesda 
hired various 
Hollywood 
actors for the 
game, with 
Liam Neeson 
voicing your 
father, Malcolm 
McDowell 
voicing Enclave's 
president and 
Ron Perlman 
reprising his role 
as narrator. 



U pon the announcement of Fallout 3, someone 
new to the genre would be forgiven for 
thinking that Bethesdas previous RPGs, the 
Elder Scrolls series, were some of the worst ever made. 
I have rarely witnessed the sort of disappointment 
and vitriol that long-standing Fallout fans displayed. 

Their worry was that Fallout , known for its 
branching paths, rich writing and complex character 
development, would be turned into a vapid, first- 
person, post-apocalyptic reskinning of Oblivion. 

Bethesda did indeed scrap the famous Interplay- 
developed “Van Buren” Fallout 3 prototype and 
decided to play to their strengths, with an enormous 
open world and a first-person, single-character 
perspective. Fallout 3 turned out to be more than 
“Oblivion with guns”, with an identity and atmosphere 
of its own - even if lacking the wit and dark sense of 
humour that characterised its predecessors. 

From your introduction to the Fallout mythos 
via short slices of the character’s life as a child living 
in a Vault, to dealing with the various factions and 
survivors that populate the DC wasteland, the player 
is immersed in a huge world, littered by odd groups 
trying to rediscover and reclaim their place in it. 



You begin the game living with your father in Vault 101, from 
birth to the day he leaves the vault - and you follow. 


Each merchant caravan, each little settlement, 
each small hut in the middle of nowhere or hidden, 
highly secured Vault has its own story, its micro- 
narrative, either obvious or hidden, that helps 
the player assemble a larger picture of this post- 
apocalyptic world. It doesn’t stand up to scrutiny, 
especially when compared to the previous games - 
things like food availability or the timeline don’t make 
much sense when you think about it, so enjoying it 
does require a healthy dose of suspension of disbelief. 

The combat feels like an odd mixture of genres, 
not quite skill-based first-person shooting and yet far 
from stats-based RPG territory. Crucial to making 
this approach work is the VATS system, which 
allows the player to pause time and target opponents’ 
specific body parts, spending Action Points that vary 
depending on target, range and weapon. 

This allows the player to fall into a pleasant 
rhythm of alternating between VATS tactical shooting 
and finding cover or doing real-time shooting while 
waiting for AP to recharge. Character development, 
however, is a curt affair. At each level-up, you can 
assign skill points that marginally increase your 
efficiency at a variety of tasks. 



Fallout 3's character screen, quest log and inventory 
are all presented in your wrist-mounted Pip-Boy 3000. 


380 










1 think a lot of people assume 
that we're doing things to meet 
some sort of demographic; they're 
like, 'Oh, why is it first-person?' 

I love first-person. [...] When you 
step out of the vault, in first-person, 
and see the [HDR light effect on 
your] eyes come in... Dude, 
that is a real moment." 

- Todd Howard, 
Fallout 3's director and 
executive producer 



The writing is 
one of Fallout 3's 
weakest points, 
presenting few 
meaningful 
dialogue choices, 
dull companions 
and failing to 
capture the dark 
humour of the 
originals. 


These range from hacking and lock-picking 
mini-games to better handling of each specific class 
of weapon. Each level-up, you can also choose a perk 
that, in most cases, ultimately boils down to making 
you hit others harder, or being harder to kill. 

Meanwhile, exploring the games vast world 
is hit-and-miss. Long treks into the unknown can 
sometimes uncover interesting side-quests, cool 
micro-narratives or even the treasured, permanent 
stat-increasing “bobblehead” collectible figures, but 
more often that not reveal just one more derelict office 
building, a victim of copy/paste area design. 

And while you can participate in acts that range 
from blowing up an entire town to sharing water with 
a dying man, choices ultimately matter little besides 
nudging your karma meter one way or another. They 
are accounted for, but don’t impact you. 

Luckily, the game came with powerful modding 
tools, allowing the community to improve on most 
of these negatives through many different mods, the 
most comprehensive of which is “ Fallout 3 Wanderers 
Edition” mod, an overhaul of nearly every mechanic. 
To many, this is the “right” way to play the game. 

Still, Fallout 3 is an interesting journey, with fun 
set pieces leading up to a truly epic final showdown - 
which, once again, doesn’t stand up to scrutiny. 



VATS allows you to pause and spend Action Points to 
fire aimed shots, which are then shown in slow motion. 


But storytelling was never a landmark of any 
Bethesda game, and Fallout 3 is no exception. Instead, 
it grips you with its vast open world, as you cruise the 
wasteland listening to vintage records on the radio, 
wondering what lies just beyond the next hill. 

The first few hours remain the most engaging, 
where, fresh to this new world, players must scramble 
to find resources amidst the ruins, always fearing the 
raiders or bandits that lurk around every corner. 

After release, Fallout 3 got five DLCs, which sent 
the player away to different regions, but most were 
limited in scope. The two standouts, however, were 
Point Lookout, a tour through an exceptionally atmo¬ 
spheric bayou region, and Broken Steel, an additional 
chapter to the main storyline that enabled the player 
to continue playing past the game’s ending. 

“War, war never changes” is the game’s opening 
line. But Fallout , on the other hand, changed a lot. 
And while it introduced a whole new generation of 
fans to the series, it also left many of the old fans out 
in the cold wasteland. LM 

Mods: 

Unofficial Fallout 3 Patch: Fixes hundreds of bugs. 

Fallout 3 Wanderer's Edition: A huge overhaul mod 
that improves the game in every way, making combat 
better, the RPG elements more relevant and adding 
new weapons, items and features. A must-have! 

Fellout: Overhauls the game’s weather and lighting, 
replacing the green tint for a more natural look. 

Fallout Overhaul Kit (FOOK): A big mod pack that 
adds hundreds of weapons, armour and new textures, 
together with some gameplay balance changes. 

Flora Overhaul: Replaces the game’s environment. 

Alton, IL: A fan-made expansion, adds an entirely new 
area and a long and elaborate quest to the game. 


381 









CD Qj 



m3 

CD 

CD " 


A series of online 
Choose Your Own 
Adventure games 
based on The 
Dark Eye were 
released alongside 
Drakensang. 
You can play 
them at www. 
tde-games.com 


You can start by 
choosing from 
20 archetypes, 
such as Human 
Battlemage and 
Dwarf Prospector, 
or toggle the 
"Expert Mode" 
and customise 
your character 
using The Dark 
Eye ruleset. 



D rakensang adapts The Dark Eye , the popular 
German pen-and-paper RPG, to a computer 
RPG for the first time since Realms ofArkania: 
Shadows over Rivia , way back in 1996. 

A lot changed since then. Drakensang uses the 
updated 4th edition rules and, instead of a blobber 
with turn-based combat like RoA , plays as what its 
developers described as u Baldurs Gate in 3D” - an 
epic real-time-with-pause RPG where you create a 
character and gather companions to save the world. 

This instantly brings Dragon Age: Origins (2009) 
to mind, but Drakensang actually predates it. It also 
goes for a very different tone, with a colourful, slightly 
cartoony art style and a whimsical world, populated by 
burlesque characters. It feels as a game born out of a 
fun pen-and-paper RPG session between friends. 

Its main feature, The Dark Eye ruleset, is both a 
blessing and a curse. Its a complex, classless system, 
that offers a lot of freedom in character building. 
Experience points are used to directly upgrade your 
characters - improving attributes, spells and talents, 
or being spent on trainers to learn new ones. 



Such degree of freedom demands understanding 
to be fully enjoyed. The developers added tooltips and a 
nice manual, but its a system much more complicated 
than Dungeons & Dragons. Some nuances, such as how 
parry works, can be hard for newcomers to grasp. 

A bigger frustration comes from how poorly 
the game employs all these talents and nuances, e.g. 
there are five Social talents, such as Fast Talk and 
Seduce, but you’ll have very few chances to use them. 
The majority of dialogues won’t even provide a single 
role-playing option - you’ll just click on the only available 
option and continue reading. Or just skip, since NPCs 
have unique looks but dull, poorly translated lines. 

In fact, Drakensang as a whole suffers from a poor 
overall quality of content. Everything is linear and 
railroaded - once you explore an area and finish the 
main quest there, you’re sent to the next area, unable 
to ever return to the previous one. Some quests have 
creative premises, but too often they force you to walk 
back and forth over large area, usually fighting the 
same respawning enemies over and over. 

The combat is also a mixed bag. It has great 
animations and flows well, but lacks depth. During 
most of the game, characters will only have one or two 
combat skills, limiting your options. Worse, there’s no 
collision detection - enemies can walk right through 
your heroes, making positioning useless. 

This is tolerable during most fights, but hurts 
during the challenging boss battles - especially when 
they overwhelm you with large numbers of enemies, 
exposing the lack of tactical options available. 

Overall, Drakensang has all the building blocks 
required for a great RPG, but the content lacks in 
quality and fails to take advantage of its strengths. 
Playing it leaves you disappointed. It looks great and 
has a rich system, it should be fun! But it isn’t. 


382 









"What's really important to us is 
creating a huge pool of clothing, 
weapons and armour for the 
player to choose from, so we 
have something which I jokingly 
call 'Barbie dolls for men', an 
opportunity for adults to play dress- 
up, so to say. The variety of items, 
a flexible equipment system and 
upgrading your character are a lot 
of fun and very important elements 
in Drakensang." 


- Bernd Beyreuther, 
Drakensang's project director 



Combat is real- 
time-with-pause, 
with up to four 
party members. 
It's very similar 
to many BioWare 
titles, but issues 
such as limited 
abilities and a 
wonky movement 
system stop it 
from being great. 


Luckily, Radon Labs later released Drakensang: 
The River of Time (2010), a prequel which took 
players feedback to heart and improved upon every 
aspect of the game. Exploration became non-linear, 
talents more useful, fast-travel points were added, the 
filler battles were replaced by engaging set pieces, etc. 
Its the same system, but with much better content. 

Still, the most interesting change is the scope, as 
The River of Time goes for a shorter and more intimate 
story. Instead of being The Chosen One, here you join 
a trio of charismatic adventurers - Ardo, the Warrior; 
Cano, the Thief; and Forgrimm, the Dwarf - and play 
as a their partner in a smaller, 30-hour adventure. 

You’ll still be able to control them most of the 
time, but in some moments they’ll act by themselves. 
For example, when trying to invade a fortress, Cano 
will try sneaking while Forgrimm will brute-force his 
way in. You’ll decide who to help - playing either a 
stealth section or a combat gauntlet. 



The game delivers these moments in a well-paced 
and humorous tone that fits perfectly with the colourful 
art style. In a sense, The River of Time is perhaps the 
closest we ever got to a The Princess Bride CRPG. 

Sadly, Radon Labs had several issues publishing 
the game outside Germany. Its English version arrived 
almost a year later, as a $20 budget title that had no 
marketing or press coverage. Radon Labs still put out the 
Phileassons Secret expansion, but then went bankrupt. 

The company was acquired by Bigpoint Games, 
a German publisher specialising in browser games. 
In 2011, they released Drakensang Online - a free- 
to-play Diablo- like browser MMORPG, no longer 
connected to previous games or The Dark Eye ruleset. 

Drakensang: The Dark Eye might have been 
underwhelming, but The River of Time remains a great 
RPG. Few people got the chance to play it, but if you’re 
reading this and enjoy games like Dragon Age, be sure 
to embark on this joyful, full-hearted adventure. FE 



We suggest using 
Erao's Fixoack 

when playing 
Drakensang, and 
Erao's Addon Pack 

when playing 
River of Time. 
Both mods 
feature several 
bug fixes, balance 
improvements 
and other useful 
tweaks, such as 
faster movement. 


The Dark Eye ruleset gives players a lot of options, but 
they can be hard to understand and are often underused. 


The River of Time features more choices that affect dialogue 
and gameplay, such as helping Forgrimm or Cano. 


383 
















Elemental Stone 


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CD £ 

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31 c 

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3 

CD 

l/l 


FS had a Deluxe 
version released 
in 2009 in Japan, 
with additional 
content and 
voice acting. But 
only the original 
version was 
localised into 
English by Carpe 
Fulgur in 2012. 


You can switch 
control between 
the three main 
characters on 
the fly, as well as 
customise their 
behaviour when 
being controlled 
by the Al. 


Characters 
have four base 
attributes, 
and also learn 
many spells and 
abilities. Using 
them correctly 
without sticking 
to just one or 
two is crucial. 



F ortune Summoners is a hardcore side-scroller 
ARPG in the vein of “Metroidvania” games, 
featuring three classes (combat roles) and a 
strong emphasis on character stats and skills. 

The main character, Arche, is a physical fighter 
who is controlled in the manner similar to fighting 
games, while her friends are magic-users - Sana’s water 
magic is slow but diverse, while Stella is an aggressive 
fire spellcaster, capable of freely moving around. 



Generally, combat is what the game does best. 
Enemies react to your moves, acting ahead if your 
actions get too simplistic, dodging your attacks, 
taking advantage of the pauses in your movement, 
and inflicting status ailments. They also block, flank, 
stun-lock you, fly, jump, do leap and ranged attacks, 
cast powerful spells, heal themselves, float out of your 
attack or spell range, and move faster than you do. 

Much of the game’s difficulty comes from 
managing your timing and momentum (which 
may prove frustrating to some). The companion 
AI is competent enough that the player might find 
themselves worse at controlling the girls (in particular 
Arche) than the AI, but also highly customisable. 

Fortune Summoners never holds your hand. 
Dungeons get labyrinthine and span many screens, 
featuring puzzles that involve jumping, switch-pulling, 
crate-pushing, and discovering hidden passages. 
Unfortunately, exploration can get fetch quest-y and 
linear, with a back-and-forth design that often expects 
you to find the one NPC amidst a hundred of others 
to advance the plot. 

Starting off with Arche, the transfer student 
on the way to her new school, the game’s story and 
dialogue are nothing if not cliche-laden - luckily 
treated playfully, not seriously. The pervading spirit of 
light-heartedness and camaraderie, perfectly captured 
by Carpe Fulgur’s translation, eases you into the whole 
nonsense pretty well, too. 

Fortune Summoners takes pride in its old-school 
design, with good reason and to good effect. The 
combat is engaging and challenging, the writing is 
upbeat and charming, and the dungeon-crawling, 
while at times artificially prolonged by backtracking, 
is enjoyable with many secrets to find. As a result, it 
remains one of my favourite. CB 





384 









































I n July of 1984 the first instalment of the Lone 
Wolf gamebook series, Flight from the Dark , was 
published, spawning a franchise that would sell 
over ten million copies to date. 

The setup is classic: you are Lone Wolf, the only 
surviving Kai Lord - an order of holy warriors blessed 
with psychic and physical powers that opposes the 
Darklords. It’s a simple tale of good guys versus bad 
guys, but the implementation is masterful. 

Created by young musician Joe Dever together 
with his artist friend, Gary Chalk, the series would 
stamp upon young minds a narrative, a look and an 
identity that would shape their idea of fantasy for 
years to come. Sadly, by the late 90s the gamebook 
market withered, prematurely ending the series. 

In recent years however there has been renewed 
interest in the series thanks to Project Aon, a fan- 
created site that re-released the books in HTML, with 
permission from Joe Dever, who approved the free 
dissemination of his work online as a gift to the fans. 

Seventh Sense is a free, fan-made playing aid for 
the Project Aon versions of the Lone Wo/fgamebooks. 
It automates and aids the playthrough, tracking all 
stats, rolls, skills, items and page-jumping, while also 
allowing players to greatly customise the books rules, 
art style and even seek special challenges. 

The books are intended to be played in order, as 
one huge adventure. In the first one you create your 
character, rolling stats, choosing skills (Camouflage, 
Hunting, Weaponskill, Healing, Mind Blast, etc.) and 
your initial equipment. These choices will all greatly 
impact the options available during your quest. 

Each subsequent book allows you to keep your 
current equipment and choose one extra skill, taking 
Lone Wolf all the way from an apprentice to a Grand 
Master with mythical weapons and powerful spells. 


The series has 29 books, and at the time of writing 
Seventh Sense supports up to book 17, The Deathlords 
oflxia , and it's regularly updated with more content. 

To return to Lone Wolf after a few decades away 
is a pleasurable experience. The adventures of the last 
of the Kai Lords are short, sharp shocks: full of daring 
escapes, sudden deaths, exotic locales, crazy plots and 
fantastical elements that enchant young minds and 
cloud old ones with a perfect miasma of nostalgia. NT 




CO 

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(D 


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3 

m 

(D 


In 1998, 

Joe Dever 
published the 
28th Lone Wolf 
book. After an 
18-year hiatus, 
he returned in 
2016 with a 
self-published 
29th book. 


Seventh Sense 
calculates and 
tracks all your 
rolls, skills, items 
and choices. 

This is especially 
useful as you 
carry your hero 
from one book 
to another. 


Combat is solved 
by taking your 
Combat Skill, 
subtracting the 
enemy's Combat 
Skill and rolling 
a dice. A chart 
then indicates 
the battle's result. 


385 




































































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TaleWorlds is 
an indie games 
studio based 
in Turkey. In 
2005 they were 
founded and 
released an 
alpha of Mount 
& Blade. From 
that alpha they 
gathered a fan 
base, funding 
for the full 
game and a 
publishing deal 
with Paradox. 


While travelling 
in the world 
map, you'll often 
come across 
nobles, villagers, 
caravans, bandits 
and armies, each 
with their own 
objectives and 
behaviours. 



I f you take visceral hack-and-slash combat akin 
to that found in Chivalry: Medieval Warfare , add 
in a smaller scale, more intimate taste of battle 
management a la Medieval: Total War ; and wrap it all 
in the trappings of a medieval sandbox world with 
RPG elements, your end result is the multifaceted 
and engaging game named Mount & Blade. 

Your start by creating your character, answering 
questions about his/her background and ambitions, 
which will affect your stats, items and social standing. 
Then the game begins, and you’re in Calradia, a large 
medieval world, free to do whatever you wish - hunt 
bandits, recruit villagers for your army, fight nobles in 
tournaments, offer your services for a king, etc. 

But truly, the soul of Mount & Blade is its battles. 
Whether you are a general charging the enemy’s army 
from a snow-covered hill or just a soldier taking 
part in a castle siege, the game just comes to life: the 
landscapes, character, weapon and armour models, 
sound of hooves, clash of blades and cries of battle all 
work together to immerse you in that moment. 

Combat is deceptively simple: by pressing the 
left button and moving your mouse you attack from 
left, right, overhead or thrust. Doing the same with 
the other button leads to a block, but there are parries, 
shields, weapon types, momentum and other nuances. 



You may also issue instructions for your army - 
if you manage to keep a sharp mind as battle erupts 
around you. Clashing with targets of opportunity and 
making snap decisions as the unpredictableness of 
battle unfolds to achieve victory is deeply satisfying. 

While roaming the lands of Calradia either, as 
an avatar on the game map or while exploring one of 
the towns or castles that dot its surface, you are able 
to stop, rest your troops, and plan your next move 
amongst all the chaos of a land contested by multiple 
factions. This is when the sense of all of your battles 
being small cogs in a larger wheel sets in - as you 
interact with NPCs either through dialogue or at the 
tip of a sword, other NPC units are likewise pursuing 
their own objectives all around you. 

Faction relations and interactions are ever- 
shifting, and the armies are constantly on the move. 
Fortunately, significant events you don’t encounter 
yourself while roaming the land are flashed to you 
in text and logged into the game’s bank of reference 
material, providing general glimpses on the state of 
the land when needed. 

The lands of Caraldia are alive with more than 
just the faction forces: army deserters, manhunters 
tracking them down, sea raiders, villagers, trade 
caravans and more all move about and interact, 
making the otherwise sparse land come alive with the 
simulated life of the population. 

Conflicts, either small skirmishes or all-out 
battles with hundreds of troops, are always occurring 
throughout the land, and your role in it all is up to 
you. At night, sight lines are reduced, and it may come 
as a shock to find just how close an enemy force is 
when dawn strikes. Fortunately, everything on the 
land freezes when your force is stopped, giving you 
time to plan your next move. 


386 


















Mods for Mount & Blade 

Battle Size Changer: Allows you to 
increase the maximum number of 
soldiers in battle at once, from the 
default 100 to a max of 1,000. 

The Last Days of the Third Age: 

Lets the player fight on either side 
of the War of the Ring, as one of 
Tolkien’s various fantasy races. 

Star Wars Conquest: A huge mod 
set in the Star Wars universe that 
allows you to explore, battle heroes 
and conquer the galaxy. 

Sword of Damocles Adds a complex 
kingdom management system, over 
100+ troop types and much more. 


Mods for Mount & Blade: Warband 

Floris Mod Pack: A compilation 
of great mods created by the fans. 
Highly recommended. 

Anno Domini 1257: Set during the 
Crusades and Mongol Invasions. 

Brytenwalda: A complex mod set in 
Britain after the fall of Rome. 

Prophesy of Pendor: A popular 
but challenging mod, with tough 
enemies and deadly combat. 

A Clash of Kings: Set in the world 
of G.R.R. Martins Game of Thrones. 

Warsword Conquest: An amazing 
mod based on Warhammer Fantasy. 



The Last Days of the Third Age mod 
allows you to defend Minas Tirith. 



Conquer the galaxy as a Sith lord 
in the Star Wars Conquest mod. 


As a sandbox game there is no overarching 
narrative guiding progression in M&B , so “winning” 
falls to a players own particular interests. This could 
mean aiding your faction in achieving dominance, 
but could also involve more character-specific goals. 

Perhaps you wish to aid a pretender to wrest 
the throne from her rival and in turn be granted a 
lordship. Both your Renown (earned in battle) and 
your Relationship rating with lords and townspeople 
will determine if they even acknowledge you, and are 
impacted by quests and the decisions you make. 

If combat is your main goal, the XP gained from 
kills and completing missions increases your stats, 
which in turn opens the door for higher skill levels. 
Skills are all passive, and range from dealing more 
damage with certain weapons to riding better horses, 
tracking other groups, capturing prisoners, persuading 
nobles and better training of troops. 

Yes, your troops will also level up, following one 
of several upgrade trees. Those Swadian farmers you 
recruited might become powerful knights, while the 
Khergit recruits can become agile horse archers. 


The effort and care for detail put in by Tale Worlds 
to create a faithful medieval experience rather than a 
fantastic one is an endearing facet of Mount & Blade: 
weapons and armour are more rugged than gaudy, 
castles, towns and villages are made of hew wood or 
stone, and the people of Calradia look and act the part: 
the poor are unwashed and weary, while the nobility 
are somewhat clean and focused on self-interest. 

In 2010, a stand-alone expansion called Mount 
& Blade: Warband was released, adding a new faction, 
the ability to form your kingdom and multiplayer. 
Then came historical packs: With Fire & Sword (2011), 
Napoleonic Wars (2012) and Viking Conquest (2014), 
adding guns, cannons, ambushes and much more. 
Still, Warband remains the most popular version, 
thanks to its amazing variety of excellent mods. 

Ultimately, the core of Mount & Blade is reflected 
in its name, giving a harrowing and entertaining taste 
of being a medieval battle commander. But it does 
so within a subtly immersive world of conflict and 
choice shaped by your victories or defeats, by mount 
and by blade. BW 


The With 
Fire & Sword 
expansion is set 
in 1600s Poland 
and it's based 
on a famous 
novel of the 
same name, 
written by 
Nobel-winning 
author Henryk 
Sienkiewicz. 



Characters don't have much of a personality, but dialogues 
offer many options, from serving kings to marrying nobles. 



You can buy weapons, armour, horses, food for the troops 
or even live as a trader, making profit on trade goods. 


387 


































The tight 
budget on 
Storm of Zehir 
led to some of 
the VA work 
being carried 
out in-house, 
with the 
developers 
themselves 
voicing some of 
the characters. 


Zehir allows 
the entire party 
to engage in 
conversations, 
with characters' 
skills, races, 
classes and 
alignments 
allowing for 
distinct replies. 


On the world 
map, characters 
pass skill checks 
to run faster 
through rough 
terrain, spot 
various hidden 
locations and 
avoid being 
ambushed by 
wandering foes. 



W here NWN 2 s first expansion, Mask of 
the Betrayer , wriggled free of the main 
campaigns tiresome Sword Coast heroics 
to deliver a charmingly dark and offbeat fairy-tale 
narrative, Obsidian Entertainments second add-on 
offered the chance for its designers to get genuinely 
creative with the series gameplay. 

Storm of Zehir wouldn’t have the budget of 
either of its predecessors, or the development time, 
or the manpower. What it did have was an impressive 
collection of art assets (including almost 120 unique 
creatures), 24 sub-races, 15 base classes, 24 prestige 
classes and 1,859 feats - plus a dozen-odd background 
traits for anyone who wasn’t satisfied with those 
character-building possibilities. 




With this hoard of role-playing resources in 
hand, lead designer Tony Evans and his team decided 
that Zehir would be a throwback CRPG; a story- 
light adventure with full party creation, a variety 
of monsters, and heavy emphasis on skill checks. It 
would take the player through the mysterious jungles 
of Chult, founding a trade empire while attempting to 
thwart a Yuan-Ti conspiracy. 

It was a fantastic idea - and, in its efforts to re¬ 
establish the delights of unfashionably outdated RPG 
tropes, highly prescient. Sadly, the project’s ambitions 
come up short against a pretty unassailable obstacle 

- the game itself. Simply put, NWN2 is the wrong 
vehicle for this kind of RPG. Its long loading times 
and module-based gameplay become truly agonising 
when applied to a constant series of random 
encounters and tiny settlements, while the infamously 
bad AI continues to wreck all hope of creating 
legitimately tactical combat. 

Other ideas simply feel half-baked; the 
merchant empire-building amounts to little more 
than trotting across the map collecting invisible 
lumber and dropping it off at various towns. The main 
plot itself is so lightly handled as to barely register. 

There are genuine consolations, however. The 
game’s dungeons, while often frustratingly small, 
make full and inventive use of its bestiary. The 
jungles of Chult (and their dinosaurs!) are a fresh and 
welcome locale. And the grandest innovations - the 
party-based conversation system and the world map 

- deserve to have real influence on RPG design long 
after memories of this expansion have faded. 

Zehir , in short, is a real curiosity - albeit one 
more likely to appeal to modders, designers and 
Obsidian completionists than anyone looking for a 
solid, entertaining dungeon-crawling good time. GT 


388 





















T his is a game where you can (at will) turn into 
a dragon, attack a flying fortress and the army 
of demons protecting it, land in the courtyard, 
kill the guards with a mix of fierce sword fighting and 
spell-casting, subdue the fortress’s commander and 
then read his mind to find out his deepest secrets. All 
this 100% gameplay, no cutscenes involved. It has to 
be one of the best RPGs ever made by man, right? 

Unfortunately, no. Larian’s ambitious vision for 
Divinity II included a multiplayer campaign and even 
RTS elements. However, development issues, lack of 
funding and the hardware limitations of the Xbox 360 
forced them to make some deep cuts in their project. 
While the end result is still an entertaining third- 
person Action RPG, it’s also a very uneven one. 

Starting as an apprentice Dragon Slayer, you are 
sent on your first hunting expedition. Soon the tables 
turn as you suddenly find yourself bound to a dragon, 
able to shape-shift into a mighty flying beast, but on 
the run from your previous companions. 

Larian always set themselves apart by their clever 
writing, and Divinity II is no exception. Some of the 
dialogues are exceptional, the quests are highly creative 
and the game overflows with interesting ideas, such 
as the aforementioned mind-reading skill, the mighty 
dragon form, an undead “pet” you can customise by 
collecting body parts and even a personal battle tower, 
complete with servants you must recruit. 

The problem is that the game often doesn’t play 
to its strengths, tiring players with dungeons full of 
mindless enemies or repetitive battles against the 
flying fortress, when the real treat lies in its dialogues 
and quests. The combat isn’t bad per se, featuring 
a nice range of spells and abilities, but it’s poorly 
balanced. Worst, it’s often clear that you’re fighting 
enemies just to artificially extend the game’s length. 


The original release was plagued by bugs, but the 
2011 Dragon Knight Saga re-release fixed most issues, 
enhanced the graphics, redesigned some areas and 
added the Flames of Vengeance expansion pack, with 
about 20 hours of new content. 

In 2012, Larian would release the Developers 
Cut version, adding design documents, concept art, 
a fascinating documentary about the development of 
the game and the various obstacles they faced, plus an 
optional “cheat mode”. 

Read that as a developer’s confession that the 
game works better as a crazy, light-hearted experience, 
enjoying quests and skipping combat. Divinity II 
could have been much more, but its humour and 
clever writing still guarantee a good time. FE 



in ¥ 

o 5 . 



Larian would 
return for more 
dragon battles 
in Divinity: 
Dragon 
Commander 
(2013), an 
exotic mix of 
RTS battles, 
strategy maps, 
dragon combat 
and political 
simulator. 


Combat is simple 
and cooldown- 
based, but gets 
the job done. The 
real problem is 
that there's just 
too much of it. 


While impressive, 
transforming 
into a dragon 
can get tiresome, 
as you're 
mostly limited 
to repetitive 
battles against 
a flying fortress. 


389 












3 § 

in 3 

> 

CD 

(D 

■ ■ 


To help 
promote 
Dragon Age, 
EA hired 
Blur Studio 
to create an 
elaborate 
4-minute CGI 
trailer, titled 
Sacred Ashes. 



I t is difficult to accurately portray what Dragon Age 
represented at the time. While still independent, 
Bio Ware had given us some of the most memorable 
entries in the RPG genre. However, their recent 
dabbling in Eastern martial arts with Jade Empire and 
pulp science-fiction shooter-RPGs with Mass Effect , 
had baffled as many fans as it had pleased others. 

Dragon Age , then, when first revealed in 2004, 
was seen as a return to form. A return to tactical 
battles, to a high-fantasy setting, to game mechanics 
uncompromised by console ports. While in line with 
the company’s desire to create their own original IP, 
it was a spiritual successor to the Baldurs Gate series. 

Rechristened Dragon Age: Origins , it held its 
ambitions up proudly, with an intro chapter that 
varied wildly depending on the race, class and social 
standing of your created character. The game thus 
sidestepped the usual memory loss trope beautifully, 
giving you plentiful background into your character’s 
life and possible motivations - before tying it in 
smartly with an epic first chapter that demonstrated 
both the scope of the threat facing the world of 
Thedas, as well as the rich background of cultural and 
political intrigue that tugged at its periphery. 



Character creation is limited to three classes and three 
races, but you can unlock 18 specialisations as you play. 


Dragon Age stands to this day as a masterclass in 
introducing players to a game, world and characters, 
and sadly, few games have attempted beginnings in 
such a scope. Origins , indeed. 

Then came the combat that makes up much of 
the game. An active, party-based battle system where 
the player controls up to four characters in real¬ 
time-with-pause combat. The game seamlessly went 
into this mode from Exploration mode whenever 
required, offering in both modes a good degree of 
camera control. The PC version also included a third, 
tactical bird’s-eye view with mouse-driven controls - 
a clear nod to the Infinity Engine games. 

The complaint, for many, was that, in deviating 
from the rich Dungeons & Dragons ruleset, Bioware 
had not created an equally compelling alternative of 
their own, and the oversimplification of the system - 
fewer classes, fewer abilities, simplified skill trees, and 
even fewer party members - made for less compelling 
encounters and less of a tactical challenge. 

While there were highlights - one of the first 
fights against a towering, ogre-like enemy, for 
instance, or the dragon encounters - many of the 
battles felt cookie-cutter and by-the-numbers. 



Combat offers both a third-person camera and a tactical 
top-down camera, similar to the Baldur's Gate series. 


390 



























'The problem with the 'moral meter' 
is that even though we're offering you 
choices, it forces you to choose one or 
the other, and then you're on a fixed 
path [...] So, in Dragon Age, we don't 
have a good and evil meter, all the 
decisions in the game have solutions 
that are logical, where we thought, 

'let's provide the player with solid 
reasons for doing these things', which 
allows us to have a lot of room for 
greyness in morality." 

- David Gaider, 
Dragon Age: Origins' lead writer 



Spell-casting uses 
a mix of mana 
and cooldowns. 
Some spells can 
be sustained, 
while others can 
be combined into 
powerful magic 
combos. 


Loot was similarly simplified. While equipping a 
new piece of gear for your characters did have pleasant 
visual impact, it was relatively rare to find items that 
had a cool story behind them or a tangible mechanical 
benefit. And the lack of variety often made players 
wear the same armour set for dozens of hours. 

The world, too, was missing the huge amount of 
secrets and places to explore for explorations sake that 
had left their mark on previous games. Some areas - 
like Fereldens capital, Denerim - have their share of 
nooks and crannies, but most other areas feel a bit flat. 

It was the writing, then, that saved Dragon Age: 
Origins. To this day it stands as some of Bio Wares 
finest. The world was written with a scope and depth 
that paints a much broader picture than the relatively 
small setting of Ferelden where the plot develops. 
Yet even this small corner of the world is rife with 
political plots and cultural/racial tensions. Be it the 
plight of the elves or the ostracisation of magic-users, 
your character is given much to think about. 

And think about it you should, because the 
available dialogue options are much more nuanced 
than those of modern BioWare games. Gone is the 
duality that forced you to pick between demon and 
saint in KotOR , or between good Samaritan and hard- 
assed rebel in Mass Effect. 



Armour offers set bonuses and weapons can be upgraded 
with runes, but both are very limited and feel uninspired. 


Here you can, as an example, really feel sorry for 
the way mages are treated, because you know a few 
and they seem actually quite decent people. But, on 
the other hand, some of these decent people seem to 
be involved in blood rituals and the summoning of 
demons, endangering common folk and themselves. 

The lack of a moral compass that defines your 
character is replaced by relationships with your party 
members - some of the most beautifully written 
and complex party members in Bio Wares history. 
Depending on how they view your actions and words, 
they may either open up to you or even directly 
oppose or betray you - a fascinating loyalty system 
that can sadly be mostly cheated on via gift-giving, 
but remains as one of the finest integrations between 
writing, player choice and mechanics. 

The game was further complemented by a huge 
amount of DLC, most of which is story-driven and 
of very high quality; a modding toolset that gave us 
some great fan-made content; and a remarkably tight 
- if somewhat brief - expansion in Awakening. 

A mystery when first announced, Dragon Age: 
Origins is today seen by many (myself included) 
as BioWares last great RPG, before they turned 
completely to a (still quite enjoyable) more 
mainstream kind of game. LM 

Mods: 

Extended Community Canon Project: A series of 
interconnected mods and campaigns that expand 
upon the games world and lore. 

Dragon Age Redesigned: Adds many subtle changes, 
improving the visuals, environments and events. 

JX - Dragon Age Extended: A big mod pack that adds 
new classes, specialisations, bug fixes and tweaks. 

Baldur's Gate II Redux: Module 1: Allows you to 
play through Irenicus iconic dungeon from BG2. 


Dragon Age 
had over 
35 DLCs, 
ranging from 
stand-alone 
campaigns to 
extra party 
members, 
holiday gifts, 
pre-order 
bonuses and 
merchandise 
tie-ins. It was 
highly criticised 
for featuring 
an NPC that 
would advertise 
and sell DLCs 
in-game. 


391 
















DoW2's co-op 
and multiplayer 
mode were 
originally tied to 
Windows Live, 
but were moved 
to Relic's own 
servers in late 
2014. To this 
day they remain 
quite popular. 


You control 
your squad in 
real time, using 
tactics, cover, 
skills and items 
to best survive 
the game's 
overwhelming 
odds. 


From dozen of 
weapons and 
accessories to 
jetpacks, relics, 
Terminator 
armour and even 
giving into Chaos, 
there are a lot 
of customisation 
options. 


T he original Dawn of War , released in 2004, 
was a very popular RTS based on the famous 
Warhammer 40k license. Its sequel, however, 
dramatically changed the gameplay into what can be 
described as a unique real-time tactical RPG. 

Gone are RTS elements such as base-building or 
resource-collecting - you now control a squad of four 
units, each with their own personality and skills. 




The campaign casts you as Blood Angels trying 
to stop a Tyranid invasion. There are many stories and 
optional missions, all presented by great voice acting. 
Dawn of War II can also be very hard - it has only one 
save slot and failing a mission might lock you from 
retrying it or give time for the invasion to advance. 

Your units all gain experience as they battle, 
allowing you to customise their skills and equip them 
with the Diablo- like loot you find. This aspect of Do W2 
is extremely satisfying - there’s a lot of freedom in how 
to build your squad so their abilities complement each 
other, and finding items such as Terminator armour 
and Power Swords will have any 40k fan grinning. 

The first expansion, Chaos Rising , improves upon 
everything, especially the rather repetitive missions. 
Besides items and enemies, it adds a corruption system 
- optional objectives are presented and failing them or 
choosing the easy path will taint you with Chaos. 

Those seeking to remain pure not only need to 
carefully approach each mission, but also refrain from 
using tainted equipment - which is far more powerful. 
Your corruption level also affects the games ending. 

The other expansion, Retribution , is a mixed bag. 
It features six factions: Space Marine, Eldar, Chaos, 
Imperial Guard, Ork and Tyranid. Unfortunately, they 
all must play the exact same dull missions and the RPG 
elements have been heavily cut. These campaigns now 
use the same system as the game’s multiplayer matches, 
with resource-gathering and unit-building similar to a 
“lite” version of Relic’s own Company of Heroes. 

Retributions big addition is the Last Stand mode, 
where three players pick a unit each and combine to 
fight waves of enemies, earning XP and loot as they play. 

With Dawn of War III returning to its RTS roots, 
DoW2 remains a one-of-a-kind title, recommended for 
40k fans and those seeking a quick-paced challenge. FE 













V enetica begins with a rather unique premise: 
you are Scarlet, a young girl from the small 
town of San Pasquale. Suddenly, the town is 
attacked by assassins, your fiancee is killed and you 
meet with Death himself - who reveals that he is your 
father, and that you must help him save the world. 

The game is a light Action RPG in the veins of 
Fable , filled with side-quests to take and moral choices 
to make, but more focused on story and exploration. 
Most of the game is spent in a fantasy version of 
16th-century Venice, divided into five large districts. 
Venetica is no Assassins Creed II, but the team did a 
great job, filling the city with stunning sights and a 
few hidden side-paths, while using a colourful art 
style to compensate for the small budget. 

The combat is simple to a fault. There are four 
weapon types - swords, spears, hammers and the 
undead-slaying Moonblade. Each one comes with 
different damage types, combat skills and combos you 
create by timing your attacks right. Or at least that’s 
the theory, as it’s too easy to get behind enemies and 
stun-lock them by quickly mashing the attack button. 

As the daughter of Death, Scarlet also has access 
to some handy powers. First of those is the ability to 
come back from the dead. As long as she has enough 
Twilight Energy, she’ll always revive when slain. 
As the game advances, you’ll unlock new powers, 
such as the ability to speak with the deceased, see 
through the eyes of ravens and briefly warp between 
the land of the living and the realm of the dead. 

It’s fascinating in concept and occasionally the 
game allows you to make great use of these powers 
- like casually letting a robber cut your throat, then 
reviving and killing him. Sadly, those are very rare; 
Venetica fails to explore its immortal character and 
some powers are used only once during the story. 


Scarlet is the main attraction of Venetica , being a 
strong and charismatic character while still allowing 
room for players to role-play her. You’ll be able to 
choose Good, Neutral or Evil paths, as well as join one 
of the three guilds in Venice: Warriors, Messengers 
and Necromancers, each with a unique set of quests. 

Unfortunately, while the game works as a whole, 
its parts feel constrained and rushed. Elements such 
as the combat, the interface, Scarlet’s powers and the 
consequences for her choices all could use a few more 
months of polish, and I can’t shake the feeling that 
features were cut nearly at the end of development. 

Despite these limitations and the poor combat, 
Venetica is still a charming, casual Action RPG and 
definitely worth a play for fans of games like Fable. FE 



Venetica has a 
morality and 
a reputation 
system, and 
even tracks how 
many people you 
killed, but rarely 
uses those in 
interesting ways. 


Combat is simple 
and exploitable, 
but the game 
doesn't overstay 
its welcome or 
tire players with 
endless filler 
fights. 


393 













o 

o 


Level 7 

the Oi/erieer 



cq" 



Mythos, the 
game the team 
at Flagship 
first began 
working on, 
was acquired by 
Korean company 
HanbitSoft, 
who continued 
development 
and released it in 
2011. They have 
since closed its 
servers. 


Torchlight 
reintroduces 
iconic features 
from FATE, such 
as Fishing and 
a Pet that hauls 
your loot back to 
town to sell it. 



D uring the development of Hellgate: London , 
a team at Flagship Studios began working 
on Mythos , a simple online “Diablo clone ”, to 
serve as a network technology test for Hellgate. The 
project was led by Travis Baldree, creator of FATE , 
and several former Blizzard North employees, who 
all grew quite fond of it. However, financial issues at 
Flagship led to the team being dismissed. 

To stay together, the team formed Runic Games, 
aiming to create a “spiritual successor” to Mythos. 
Before tackling a full-scale MMORPG, they decided 
to first test their concepts and polish their tools with 
a smaller, simpler and more inviting game. Eleven 
months later, Torchlight was released. 

Despite the short development time, the teams 
experience in the genre shines through. Torchlight is 
a charming and polished game that faithfully follows 
Diablo’ s core design, while adding several proven 
concepts and improvements from similar games, plus 
some fun new ideas of their own. 

Torchlight is set in a steampunk world, where a 
small mining town found trouble while excavating 
magical ores. Like in the original Diablo , your task here 
is to descend the vast dungeon next to town, reach its 
lowest level and defeat the ancient evil within. 



Spanning 35 randomly generated floors, this 
deep dungeon contains several themed layouts that 
change every few floors, such as mines, ruins, caves, 
crypts, prisons. But these environments are far from 
claustrophobic - they present a sense of scale and 
verticality that’s rare in the genre, with large open 
areas and distant levels visible as you explore. 

Torchlight offers three heroes - the Destroyer, 
focused on melee combat; the Vanquisher, a range- 
oriented rogue; and the Alchemist, specialised in 
magic and summoning. Each has three unique skill 
trees, with distinct specialisations. 

There’s a great degree of flexibility here - skills are 
diverse, heroes can wield (or dual wield) all weapon 
types, and there are spells found while exploring that 
can be learned regardless of class or stats. So you can 
easily play as a melee Alchemist with two axes, or as a 
gun-wielding Destroyer focused on spells. The trade¬ 
off is that some skills feel rather generic. 

Feature-wise, Torchlight is like a collection of 
some of the best ideas in the genre, presented in a 
coherent and accessible package. The pets from FATE 
return, fighting alongside you and hauling extra loot 
back to town; the UI is efficient and friendly; you 
can enchant items, transmute them, socket gems and 
collect sets; there are side-quests and bounty hunts, 
boss battles every few floors; a “retirement” feature for 
those wanting to switch heroes; and even an endless 
dungeon available once you beat the game. 

The art style is another of Torchlights highlights. 
It’s whimsical, with cartoony characters and painterly, 
faux-waterbrush environments. Some of the enemies 
are borderline cute, adding to the casual-friendly tone 
of the game. However, the short development time 
does rear its head here, for the lack of enemy variety is 
quite noticeable after a few hours playing. 


394 











"We felt like Torchlight's price 
point was a magic price point for 
that kind of game and we sold more 
than we anticipated. So there's a 
market for a $20 AAA game. Our 
idea was: let's just make games that 
feel like an AAA game and play like 
an AAA game, but strip away all the 
extraneous stuff and the expensive 
marketing campaigns and all that." 

- Mox Schaefer, 
Torchlight's designer 



Most class skills in 
Torchlight aren't 
very impressive 
nor unique, but 
the more generic 
character system 
does allow for 
more flexible 
playstyles. 


A smart move from the developers was to release 
TorchED , the editor for Torchlight. Highly moddable, 
the game was flooded by mods - from small tweaks to 
new features, classes and extensive overhauls. 

Sadly, Torchlight's biggest weakness could not be 
easily fixed: it lacks multiplayer, for many players, a 
must-have in games of this genre. 

Despite limitations like this and a shorter overall 
length, Runics decision to support mods and sell the 
game at a $20 dollar price point made it a success. 

With Torchlight selling over one million copies, 
Runic decided to work on a sequel, expanding the 
game and adding the much-desired multiplayer. 

Torchlight II (2012) is pretty much that - a larger 
and better game, with new classes, pets, enemies and 
items; a longer single-player campaign that spawns 
four acts all across the world, huge outdoor areas 
full of events, mini-dungeons and side-quests, a new 
game editor (GUTS) with Steam Workshop support, 
cleaner UI and - finally - multiplayer co-op. 

The game now contains four classes: Engineer, 
Outlander, Berserker and Embermage - each with 
its own Charge Bar, a unique resource that builds 
up during combat to fuel their powers. And more 
replayability features were added, such as New Game+ 
and Mapworks, a random map generator. 


It’s quite telling that, although Torchlight II 
was released just a few months after Diablo III , many 
found themselves preferring the “clone” to Blizzard’s 
new entry in their genre-defining series. Torchlight I 
and II are both great games, highly polished, creative 
and inviting. Their lower price and the extensive mod 
library only add to their appeal. FE 

Torchlight 1 Mods: 

Wulf's Beginner's Mod Pack: Several mods to expand 
the game without changing its core experience. 

Emberfiend: Adds crafting, recruitable companions, 
new quests, items and locations. Great for a replay. 

Jarcho's Class Compilation: Offers over 20 new classes, 
such as Demonologist, Airbender and Ice Queen. 


After the release 
of Torchlight II, 
the Runic team 
stated that 
they would not 
be creating a 
Torchlight MMO 
anymore, due 
to burnout and 
deep changes in 
the MMORPG 
landscape. 


Torchlight 2 Mods: 

Haknslash Essentials: A massive collection of mods, 
it adds dozens of new classes, pets, items, enemies and 
quests, plus a few small fixes and tweaks to the game. 

SynergiesMOD: A total overhaul mod, it offers new 
towns, rebalances most of the game, adds new classes, 
enemies, items, maps and features like Respec potions. 

Far East Pack I and II: Part of a now-abandoned fan-made 
expansion, adds seven new classes and lots of great content. 




Each class has three skill trees they can level up, but there are Torchlight II features four all-new classes, each with its 

also spells that every character can use, regardless of class. own specific Charge Bar, making them feel more unique. 


395 
















CD 

QJ 


Yumina was 
localised into 
English by JAST 
USA in 2013. 
An expansion 
and a sequel 
have since 
been released 
in Japan. 


Yumina packs 
several unique 
mechanics, stats, 
equipment, skills 
and systems. It's 
intimidating at 
first, but very 
logical and robust 
once mastered. 


As the game 
progresses, 
its gameplay 
expands, adding 
daily schedules, 
affinities and 
even first-person 
dungeons full of 
monsters. 



Y umina the Ethereal is a perfect example of 
modern PC-exclusive JRPGs. Very different 
from popular console titles like Final Fantasy, 
these are focused on a niche market, usually mixing 
Visual Novel storytelling with challenging battles and 
complex mechanics - plus erotic scenes. 

But leave prejudice aside - Yumina is above all a 
great, polished RPG, with clever mechanics and artful 
use of 3D backgrounds with 2D sprites. 




The plot starts (but doesn’t stay) simple: to avoid 
failing in school, Yumina needs to become the next 
Student Council President, so that she can change the 
school rules. For this, she must win the Election War. 
It’s all told through a typical Visual Novel style, with 
humorous but long, overwritten dialogues. Thankful¬ 
ly they can be skipped if you only care for the battles. 

Indeed, the Election War is quite literal. You’ll 
have to win “debates” that are in fact turn-based 
battles, with rivals shouting arguments - such as 
“Standardised testing is pointless!” - each time they 
attack. You control four characters, their available 
skills defined by their position: the front “debater” 
usually attacks directly, while the three others act as 
support, using skills as “counter-arguments” to the 
actions of your front character and his foes. 

In a very interesting mechanic, the mana pool 
is shared between friends and foes. It’s locked at 100, 
but divided into four colours. Using red abilities, for 
example, reduces the percentage of red mana in the 
pool and increases other colours. Managing mana 
through skills, formation changes and special items 
is the key to battles, as characters can’t use their skills 
if there isn’t enough of their corresponding mana. 

The game has various routes, leading to vastly 
different endings and final battles. Each time you 
finish the game, you’re offered the chance to play 
again in a New Game+ mode, keeping your stats and 
items, but also increasing the difficulty. Beat all three 
routes and you’ll unlock the fourth route - a final 
challenge leading to the “True Ending”. 

Yumina is not for everyone. Few will stand the 
anime-style art, insane plot, complex systems and the 
presence of awkward hentai scenes. But those who try 
it (there’s a demo ) will discover a challenging game, 
packed with content and unlike any other RPG. FE 


396 









































A perion’s previous game, 7.62 High Calibre , 
was a real-time open-world tactical RPG, 
heavily inspired by the Jagged Alliance series. 
While rather buggy and with a boring storyline, its 
complex simulationist combat and highly detailed 
“gun porn” conquered quite a few devout fans. 

Marauder ; also known as Men of Prey in Europe, 
is instead a linear, story-driven game, based on a 
book series of the same name from Russian author 
Berkem A1 Atomi. The game places you in the boots 
of Akhmetzyanov, a common man trying to survive 
an alternate-history Russia where the government 
collapsed, anarchy reigns and the US is invading. 

Don’t expect a pleasant story. Ahkmet himself 
is neither a virtuous paragon nor a noble-hearted 
antihero, but a man willing to do anything to keep 
him and his wife safe. You will fight militias, raiders 
and cannibals, but also desperate, starved neighbours 
trying to take some of your precious food. 

Marauders combat perfectly reinforces its harsh 
atmosphere. The unique real-time-with-pause system 
from High Calibre is still here, if slightly streamlined. 
Every action takes a set time to be performed, and 
each has its pros and cons. The shotgun is a sure kill at 
close range, but it takes 0.42 seconds to ready it, while 
a pistol-wielding enemy can fire in just 0.08 seconds. 
You must take that into account in order to survive. 

While I usually prefer turn-based tactical games, 
Marauders intense and nerve-wrecking battles make 
great use of the game’s elaborate real-time system. To 
add to the challenge, Ahkmet can only see what’s in 
front of him and must otherwise rely on hearing to 
guess the enemy’s position. This is further accentuated 
by the game’s overwhelming odds, pitting you alone 
against dozens of looters or a full elite military squad 
with nothing but a rifle, some mines and your wits. 


The game keeps the extensive and highly detailed 
armoury found in High Calibre , with almost a hundred 
weapons, and adds a few more RPG mechanics to the 
formula, such as character creation, a skill tree and 
lock-picking. You’ll also get up to three companions as 
the plot advances, allowing for more complex tactics. 

Sadly, Marauder is extremely linear. Besides the 
main story, you’ll only be able to visit a bazaar, do a 
couple of side-quests and have one-line conversations 
with a handful of NPCs. And the dialogues are all in 
Russian, with poorly translated English subtitles. 

Rough, challenging and intense, Marauder is 
a unique low-budget tactical RPG. Its bleak story, 
harsh setting, high difficulty and complex combat are 
a sure treat for cold-blooded tactical enthusiasts. FE 



It's strongly 
recommended 
to manually 
edit the 
game's config 
files. That 
way you can 
unlock higher 
resolutions and 
better camera 
controls. 


Firing from the 
hip is faster, but 
aiming allows you 
to target specific 
body parts and 
cripple enemies, 
or go for a lethal 
headshot. 


Weapons can 
be upgraded, 
equipped with 
accessories, fire 
different bullets 
types and even 
have their stocks 
folded. But they 
also decay, break 
and overheat. 


397 
























70 

(/»" 

n> 


Due to a deal 
with publisher 
JoWood, Piranha 
Bytes lost the 
rights to the 
Gothic license 
after Gothic 3. 
This led to the 
Risen series, 
but the contract 
expired in 
2011 and the 
licence has since 
returned to them. 



G othic 1 and2 established an open-world Action 
RPG standard that, from certain perspectives, 
still hasn’t been surpassed. They inspired a 
devout fanbase, which was less than pleased with how 
Gothic 3 turned out. While the game tried many new 
things and had some merits, they got overshadowed 
by the numerous faults - some due to design, others 
due to publisher interference. 

The fallout from the third instalment resulted 
in the developers, Piranha Bytes, parting ways with 
their long-time publisher JoWood and starting a new 
franchise - Risen. But Risen is a Gothic game in all 
but name; even the settings backstory is essentially a 
follow-up to one of the endings of Gothic 3. 

Set on a remote island occupied by three factions, 
packing a challenging melee combat and the typical 
blue-collar German writing, Risen made Gothic fans 
feel right at home. Rewarding exploration and the 
iconic trainer system were strongly present alongside, 
sadly, some old flaws such as overly tedious dungeon 
areas. While the world may not be as coherent and 
atmospheric as Gothic 1 and 2, Risens improved 
graphics and friendly interface make it a good entry 
point for Piranha Bytes games. 



Harbour Town is one of the three hubs in Risen. Its NPCs feel 
alive, and most of its quests have multiple solutions. 


Overall, fans were pleased. But the mainstream 
audience had lukewarm feelings towards it, especially 
on consoles. Risen 2: Dark Waters (2011) was a clear 
attempt to rectify that, embracing a whole slew of 
modern design trends for streamlining purposes. 

Combat was heavily simplified, devolving into 
mindlessly whacking at enemies. Guns were added, 
but given their simplicity and lacklustre animations, 
their only merit is speeding up fighting considerably. 
Ditto for adding companions. This is relevant because, 
for some reason, the developers decided to bloat the 
enemies’ health to about double what it should be, 
making battles a long exercise in tedium. Given that 
melee fighting was one of the highlights of previous 
games, it was disappointing how Risen 2 had fallen. 

The skill system also got changed into a bizarrely 
overcomplicated mess: you gain glory (EXP) to spend 
on statistics that derived into sub-statistics and then 
you go to trainers to unlock special abilities. Why? 

In the previous games the player simply gained 
Learning Points when levelling up, which were then 
spent with trainers by paying gold. The fact that this 
system was overcomplicated for no reason shows the 
designers were aimless in their creative process. 



Risen's character system is almost a straight copy of Gothic , 
as you use gold and level-up points to pay for trainers. 


398 





































"If you ask three people what a 
Gothic game consists of, you'll get 
five answers. That makes it very 
difficult to realise what players 
expect from a new Gothic." 

- Bjorn Ponkrotz, 
Gothic and Risen series' designer 



In Risen you use 
runes to freely 
cast damage 
spells, but all 
the other spells 
require scrolls 
that you must 
find or scribe 
yourself, making 
them a valuable 
resource. 


Several other issues also plagued Risen 2 - the 
seamless world was replaced by small islands that 
aren’t interesting to explore (some are just corridors), 
the factions were reduced, the quests are mostly linear 
and fetch-based, DLCs, fast travel and QTEs were 
added and the game’s UI was redesigned for consoles. 
If not a bad game, it was mediocre and forgettable. 

The game’s only real highlight was its aggressively 
advertised pirate theme. But, in the end, it was more 
of a facade. You can’t freely sail your ship; merely use it 
for fast travel; and the plot is about defeating a godlike 
being with the use of magical artefacts. Beyond some 
flavourful fetch quests, the game really isn’t all that 
pirate-oriented - or, at least, it’s more Johnny Depp 
than Errol Flynn in terms of atmosphere. 

Risen 2’s adoption of modern gaming trends 
renounced all the things that fans appreciated about 
the Gothic series. Still, it did sell over a million units. 
It’s hard to say if this was due the pirate theme or the 
marketing, but probably a combination of both. 

Risen 3: Titan Lords (2014) was Piranha Bytes’ 
attempt to pander to everyone - which resulted in 
nobody being pleased. On one hand it sold itself as 
“Piranha Bytes going back to its roots”, on the other 
it added a mini-map with quest-compass, a binary 
morality system and even a “detective vision”. 



Risen 2's UI was redesigned for consoles. And while the 
character system expanded, most additions are pointless. 


Combat was slightly better - no longer so rigid 
and with a bit of flow reminiscent of the older games. 
But, given the excessive reliance on rolling and on 
charged blows, it looked ridiculously floaty. The game 
also returned to having three factions, each leading to 
different flavours of the Warrior/Mage/Rogue paths. 

However, trying to be everything for everyone, 
Risen 3’s world is a mishmash of pirate and medieval 
influences from all other Gothic and Risen games, 
which resulted in a frankly schizophrenic tone and 
writing truly hitting rock bottom. It feels like a parody, 
especially since the protagonist sounds like Clint 
Eastwood doing an impression of Clint Eastwood. 

Risen 3 may be marginally better mechanically 
than Risen 2, but its lack of coherence and obviously 
pandering design makes it far less redeemable. 

Piranha Bytes first tried going back; then they 
tried changing; and then they tried compromising. 
All attempts at catching a flame that’s ever-fading 
in the collective conscious of the gaming crowd. 
The Gothic experience can’t simply be recreated for 
a modern audience - it needs to be reintroduced. 
Games like Dark Souls and XCOM show us that hard- 
but-fair is something that can flourish even today. 
Hopefully Pyranha Bytes can achieve this seemingly 
Sisyphean task of getting back to their old glory. LL 



Risen 3 tried to please Gothic fans while adding anything 
that was popular - from kill-cams to a busty side-kick. 


There aren't 
any big mods 
for the Risen 
series, but 
both Risen 1 
and Risen 2 
have unofficial 
patches to fix 
some minor 
bugs. You can 
also tweak 
their .ini files 
for improved 
shadows and 
draw distance. 


399 


















Knights of the 
Chalice uses 
the Open Game 
Licence, a public 
permission that 
allows anyone 
to freely create 
games based 
on Dungeons & 
Dragons 3.5 or 
5th Edition. 


You begin the 
game by rolling 
a party of four 
characters using 
D&D 3.5 rules, 
here limited to 
three classes and 
three races. 



T o this day, the debate still rages over which 
game can rightfully be called “the ultimate 
Dungeons & Dragons 3.5 game experience” 
While sectarians wage this endless war, the critical 
thinker will know that the answer depends entirely 
on which a part of 3.5 you use to judge each game. 

Looking for the most expansive implementation 
of the character system? Then surely no competitors 
can hold a candle to the amount of options in 2006 s 
Neverwinter Nights 2. Are you instead looking for 
strictly correct rules and combat implementation? 
Then 2003 s Temple of Elemental Evil is the game for 
you. If story and role-playing opportunities are what 
you crave, Mask of the Betrayer is rivalled only by true 
classics like Planescape: Torment. 

If, however, what you want is a consuming 
dungeon-crawling experience that harkens back 
to the Gold Box days, then no games can challenge 
2009s masterfully crafted Knights of the Chalice. 
Perhaps the most criminally overlooked RPG of its 
era, it is no overstatement to call it one of the defining 
D&D 3.5 video games. 



Knights of the Chalice is a turn-based, tactical 
combat simulator developed single-handedly by 
Pierre Begue. It is a vast game with tons of dungeons 
to explore and foes to battle. The game was developed 
using the Open Game Licence - the “freeware” 
version of D&D 3.5 - and stays relatively true to the 
core rules. While you’ll only find a small selection 
of races and classes, casters have a veritable library 
of spells at their disposal, while fighters can grapple, 
bull-rush and choose from a wide selection of feats. 

In the story department, KotC offers only the 
most basic of explanations for your adventuring 
endeavours. The game’s art assets are simplistic but 
incredibly endearing. The flat, top-down perspective 
was the most immediate turn-off for players when 
the game was released and remains so to this day, but 
do not let such details deter you. Within 30 minutes 
you’ll be completely used to the camera, which will 
perfectly do its job in the fighting to come. 

KotC is a dungeon crawler above all else, and as 
such presents your party of four with a run-of-the-mill 
adventuring quest, which soon turns into a sprawling 
epic throughout the land. As you fight Ores, giants and 
dragons in increasingly exotic locations, encounters 
remain handcrafted and take advantage of the strengths 
of the systems on display here. More often than not, the 
game forces you to shake up previously solidified tactics 
to overcome new obstacles. 

Combat is fought on tile-based terrain, which 
will soon imbue you with the sensation of moving 
miniatures during a pen-and-paper session. Mages 
must be positioned correctly for Cone of Cold spells, 
clerics must use their Righteous Might with care so as 
not to block themselves from proper positioning when 
they turn Large, and fighters must hurry to grapple the 
enemy mage before he summons a deadly demon. 


400 









"If I was the dungeon master on a 
tabletop game and you, as a player, 
wanted to reduce the price of a 
flaming sword by 20%, I would not 
roll a D20 to see if you succeeded; 

I would ask you to demonstrate 
your own bargaining skill in talking. 
[...] That's why I don't like the 
'talking' skills very much; they are 
a replacement for the player's own 
intellect.'' 

- Pierre Beque, 
Knights of the Chalice's creator 



Knights of the 
Chalice's crude 
graphics are 
secondary next 
to the quality and 
complexity of its 
combat system. 


Throughout your tour of KotCs world, you’ll be 
greeted with ingenious design decisions that make 
the adventure flow. Like how you can revitalise 
your party completely by resting, but must do so at 
limited campfires that put pressure on your resource 
management. Or how the game presents you with 
fights that are sometimes too difficult for your current 
level, but hides useful resources like Arrows of Slaying 
nearby. Or how you can compensate for the restricted 
resting by crafting wands of healing or fireball scrolls. 

The crafting system is also the games one, true 
weakness, however. You can craft every single piece 
of equipment your characters need, as long as you 
can pay. This, in turn, means that the loot you gather 
throughout your quest is only useful insofar as it can 
be sold for gold, allowing you to craft something better. 
Considering the game’s dungeon-crawling nature, 
being rewarded with new, wondrous items now and 
again could have been one of the game’s main draws. 



If you're ever in doubt about a stat, feat or spell effect, 
just click on it and you'll get a detailed rule explanation. 


The game is also balanced around a party of two 
fighters, a mage, and a cleric, and so taking along 
more casters will make the mid- and endgame easier. 

In an effort that dwarfs almost every other game, 
KotC is perhaps the most well-documented CRPG 
in existence. Thanks to a hyperlink-based based 
tool that describes every aspect of the rule system, 
any clarification you might need is just a click away. 
As such, not only does KotC have one of the most 
complex rule systems of modern RPGs, but also 
one of the most transparent. It stands as a testament 
to the importance of good documentation and 
brings into question why even AAA RPGs are often 
incomprehensible and vague in this regard. 

Knights of the Chalice is as classic an RPG as 
they come. Its complexity and depth will appeal to 
veterans of the genre, while its slick design and wealth 
of documentation makes it easy to dive into for 
newcomers looking for a tactical challenge. CG 



The game is heavily focused on combat, but you'll also 
come across a few puzzles and talkative creatures. 


Knights of the 
Chalice 2 is 
currently under 
development. 

It's an ambitious 
project, set in 
a new world 
and featuring 
many new races, 
classes and 
spells, as well 
as a module 
editor tool. 


-01 

































W V 



2010-2014 

The freedom to play 
(and create) any game 


After years in the hands of a few giant publishers, the new decade 
brought in a widespread democratisation of the gaming industry 

Digital distribution bloomed, with Steam dominating the market. 
With its Greenlight system introduced in 2012, it became possible for 
any developer to (try to) get their game on the platform. Introduced in 
2013, the Early Access service also allowed developers to sell still-unfin¬ 
ished games, thus gathering the necessary funds to complete the project. 

Crowd-funding also empowered many developers to pursue their 
dreams, with Kickstarter alone reporting over 10,000 game projects 
successfully funded. Game engines and console development kits started 
to get cheaper as well - or were even offered for free. 

The rise of mobile gaming and indies also changed the way people 
thought about game pricing and buying games. While $60 AAA releases 
were still popular, it became common to have $5-10 low-budget indies or 
$20 mid-sized games. This may seem like common sense now, but it was 
a long process - as recently as 2009, Runic’s decision to sell Torchlight at 
$20 was still seen as a bold pricing strategy. 

The result is that a charming 2D indie can be as profitable as an 
expensive cutting-edge 3D game. The massive monetary entry barrier 
that surrounded the industry for years had now fallen. 

Foreign markets also grew closer. The first Dark Souls was only 
ported to PCs in 2012 thanks to an overwhelming public petition, but 
it quickly became common to see games from major Japanese studios 
on Steam, as well as indie titles such as Recettear and One Way Heroics , 
courtesy of several new localisation companies. 

This eventually led to what some call the “indie bubble” or the 
“opening of the floodgates”, as more and more games are released 
each year, making it harder for titles to get noticed. As a result, many 
developers release a game, fail to profit and end up closing down soon 
after. Players also had issues with some developers pitching their games 
under Kickstarter or Early Access but failing to actually finish them, 
leaving behind a graveyard of abandoned projects. 

Still, it’s a much welcome change compared to the drought of the 
mid-2000s, as the amount of choice players have is unrivalled. 

Games now come from one-man indies, middle-sized studios and 
big AAA studios. From the US and Europe, but also from Japan, China, 
South America and Africa. From expert programmers and from those 
with an idea in their head and a free engine on their PCs. From nostalgia- 
driven projects and from those seeking to expand the boundaries. 

Truly, what a time to be gaming. 



Trends: 


Crowd-funding: Online crowd-funding dates back to the early 2000s, with platforms 
like ArtistShare helping fans finance their favourite artists. But everything changed 
in 2012, when Tim Schafer went to Kickstarter to pitch an adventure game. Asking for 
$400,000, he received over three million dollars, drawing everyone’s attention and starting 
a boom of crowd-funded projects - from small indie games to multi-million dollar 
entrepreneurships such as the OUYA console and the Oculus Rift. 



ADVENTURE 


Tim Schafer's 
Double Fine 
Adventure project 
was released in 
2014, under the 
name Broken Age. 


YouTubers and Streaming: While YouTube was founded in 2005, the 2010s was when 
gaming channels exploded - celebrities such as PewDiePie, Markiplier and TotalBiscuit 
overshadowed traditional news websites, as people began to rely on YouTubers for 
information. Streaming (and watching) games became a massively popular hobby, with 
Twitch emerging as a dedicated platform, consoles adding built-in streaming features 
and events like eSports tournaments reaching millions of viewers. 



The 2014 League 
of Legends World 
Championship 
finals were 
watched by over 
27 million people. 


Motion Gaming: In 2010, both Microsoft and Sony released their answers to the 
Wii’s surprisingly popular motion controllers: the Xbox 360 s Kinect and the PlayStation 
Move. Both companies strongly pushed their accessories, but neither managed to connect 
with their audiences and fulfil expectations. Microsoft still tried to force its new Kinect 2.0 
alongside the Xbox One but eventually abandoned it, while Sony ended up integrating the 
Move controllers into its PlayStation VR. 




The Kinect sold over 
24M units and the 
PlayStation Move 
about 15M units, 
but neither of them 
were considered 
successes. 



The iPad is released. 

The middle ground between 
mobile phones and dedicated 
consoles, it became a popular 
platform for indie games. 


The Nintendo 3DS is an 
evolution of the DS, packing 
stereoscopic 3D effects and a 
great library of games. It has 
sold over 65M units so far. 


PlayStation Vita was 

released to compete with 
the 3DS, but was quickly 
abandoned by Sony. Estimate 
sales were around 10M. 


Steam Greenlight allows 
anyone to submit their 
games to Steam, “opening the 
floodgates” to thousands of 
smaller developers. 


The PlayStation 4 is released. 
In 2016, Sony would also sell 
the PS4 Pro, a more powerful 
version of the system designed 
for VR and 4K gaming. 


2010 



Twitch is born, as a gameplay 
streaming side-channel of 
Justin.tv. Over the next few 
years, its popularity would 
explode, reaching 100 million 
visitors per month in 2015. 


2011 



Skylanders: Spyro’s 
Adventure popularises the 
concept of using collectible 
toys to interact with video 
games. Both Nintendo and 
Disney would later release 
their own line of toys. 


2012 



Oculus Rift is presented via a 
Kickstarter campaign, raising 
$2.5 million and setting 
virtual reality as “the next 
thing”. In 2014, the company 
was acquired by Facebook 
for 2 billion dollars. 


2013 



WiiU is released, keeping 
its predecessor’s movement 
controls and introducing a 
new touch-screen gamepad. 

Suffering from a lack of 
third-party support, it sold 
only 13 million units. 


2014 



The Xbox One is released, 
originally bundled with a 
Kinect 2.0, which was later 
abandoned. As of Jan 2016 
it had sold about 18M units, 
around half of the PS4’s 
reported sales at the time. 


403 





















00 

o 



(D 


QJ 



to 


Borderlands' art 
was changed 
months before 
release and 
became nearly 
identical to 
a 2007 short 
animation called 
Codehunters. 
Gearbox later 
acknowledged 
the inspiration, 
but never properly 
credited the 
original artist. 


Each character 
has a particular 
playstyle and 
three unique 
skills trees. 
Mordecai, for 
example, can 
specialise in 
pistols, in sniper 
rifles, or improve 
his pet's attacks 
and skills. 



A sk someone to describe a Borderlands game 
and the first things they’ll mention will 
probably be the comedy setting and the faux 
hand-drawn art style. These features set the series 
apart in the crowded shooter market and make 
Borderlands visually striking and unique. 

The odd thing is that these attributes were 
basically last-minute additions. The original 
Borderlands began development as a grim game with a 
serious art style, and didn’t become the Borderlands we 
know today until the last few months of development. 
This is a series where its defining attributes didn’t take 
shape until the last possible moment, and it had to 
overcome a lot of internal pressure to do so. 

In Borderlands , you play as one of four Vault 
Hunters (basically outer space treasure hunters) 
searching for fame and fortune in the world of 
Pandora. In your way stands a never-ending army 
of psycho bandits, indigenous wildlife, and killer 
robots. Each Vault Hunter has their own set of powers 
that favour a particular playstyle. Some will lend 
themselves to risky up-close engagements, some are 
suited to using long-range weapons, and others are 
stronger in support roles for those that want to play 
co-op with their friends. 



As you gun down waves of enemies, they drop 
randomised weapons and gear. In a lot of shooters the 
gameplay can eventually get stuck in a rut, with the 
player eventually settling on one or two weapons that 
suit their playstyle, to the exclusion of all else. But in 
Borderlands the constant supply of absurd weapons 
can keep the gameplay fresh. 

Maybe right now you’re really attached to a 
shotgun that shoots explosive rounds, but an hour 
from now you’ll find a pistol that sets people on fire 
and allows you to throw unused bullets like grenades 
if you reload prematurely. After that you might fall in 
love with an assault rifle that can melt through enemy 
armour with corrosive damage and has a scope 
attachment that allows you to use it like a sniper rifle. 

They follow the traditional coloured rarity tiers 
of Diablo II , with some of the legendary weapons 
having more exotic abilities. The variations in 
recoil, damage output, reload speed, magazine size, 
accuracy, and fire rate are endless, so that every gun 
feels unique. On top of this, the player levels up on a 
regular basis, which means they’re always gradually 
out-levelling their guns and thus need to be on the 
lookout for replacement gear of higher levels. 

While the comedy and art style give Borderlands 
its unique personality, the gameplay is what sets the 
series apart and keeps players interested for hundreds 
of hours. The Borderlands formula is a marriage of 
two vastly different genres that combine to become 
more than the sum of their parts. 

Half of Borderlands is derived from the loot- 
driven Action RPGs like Diablo , where the player cuts 
through waves of foes in search of rare items. Most of 
the game is spent furiously clicking on monsters, with 
the player stopping only to sort through their loot, 
look for interesting items, and sell off the rest in town. 


404 


















'The thing that compels us towards 
growth, discovery and choice in 
RPGs, that sort of long-range loop, 
it's not mutually exclusive with the 
short-term, visceral, base-level joy 
we get from moving and shooting 
in a shooter. [...] if we marry them 
together, there's a real opportunity 
there to pave new ground. That 
was Borderlands from the very 
beginning." 


- Randy Pitchford, 
Gearbox's co-founder 



Besides 
thousands of 
weapons, you'll 
also have to pick 
a shield and 
grenade mods, as 
well as manage 
all the different 
ammo types. 


This shower of loot creates a cycle of anticipation 
and revelation similar to luck-based games like slot 
machines or loot boxes. Only instead of paying 
money and opening boxes, the player is wiping out 
clusters of foes. There’s always the promise that the 
player might find something really special in the next 
encounter. This system of randomised loot tickles the 
reward and pattern-matching parts of the brain, and 
is what gives these kinds of games a reputation for 
being “addictive”. 

The drawback with the Diablo- style gameplay is 
that it can be a little monotonous and dry. Sure, the 
player might get a little tingle of excitement every few 
minutes when an item drops and they stop to see if 
they got anything good, but between those moments 
there’s a lot of mouse-clicking and pressing the same 
few hotkeys. It’s not a terrible experience, but it 
doesn’t really hold up on its own. Imagine playing a 
Diablo clone with the random loot removed. It would 
make for a game of very limited appeal. 

The other half of the Borderlands experience 
comes from your typical first-person shooter 
mechanics. The player needs to shoot bad guys, dodge 
incoming attacks, manage ammo and strike a balance 
between taking cover and doing damage. It’s fast, 
violent, and visceral. 



Borderlands 2 polished the experience with a slicker design, 
new characters and a bigger focus on the meta-humour. 


The drawback of first-person shooters is that they 
can suffer from a bit of “intensity fatigue”. If you’ve ever 
tried to play a classic shooter like Doom or Quake for any 
length of time you’ve probably noticed that the constant 
redline action can become paradoxically boring. An 
experience can’t sustain maximum action forever and 
eventually the sound and fury can get to be numbing. 

By blending these two genres, Borderlands creates 
an experience that has the advantages of both while 
mitigating their shortcomings. The wild gunplay is a 
lot more engaging than Diablo’s mouse-clicking. At the 
same time, the shower of loot and the ever-changing 
selection of weapons is there to save the player from 
intensity fatigue and from falling into the two-weapon 
rut. In a world filled with clones and imitators, 
Borderlands stands out as a unique franchise with a 
gameplay style and personality all its own. 

The two follow-up titles have refined the formula 
without straying from the original. Borderlands 2 (2012) 
zeroed in on a genre-sawy meta-humour, and Borderlands: 
The Pre-Sequel (2014) introduced new gameplay tweaks. 

Pre-Sequel has the stronger mechanics, while 
Borderlands 2 had stronger jokes, characters, and story. 
I think were still waiting for the ultimate realisation of 
the Borderlands formula that takes the best parts of all the 
entries and brings them together in a single game. SY 


In 2014, Telltale 
Games began 
to release 
Tales from the 
Borderlands, 
an episodic 
adventure 
game based on 
Borderlands. 



Pre-Sequel expanded the gameplay, adding double-jumps, 
low gravity, a ground-slam and a better in-game economy. 























Din's Curse got 
an expansion 
in 2011, called 
Demon War. It 
adds a new class 
(Demon Hunter), 
plus new items, 
areas, monsters, 
quests and 
events. 


A log keeps you 
informed about 
what's going on 
while you play- 
from NPCs in dire 
need to monsters 
levelling up. 


Din's Curse offers 
seven different 
classes, each with 
three skill trees. 

You can also 
create a hybrid 
that uses two of 
any skill trees. 


B ack in 2007, Soldak released Depths of Peril, an 
Action RPG where you led a barbarian tribe 
and had to not only kill monsters, but protect 
your town and deal with other NPC factions as well. 

While it was a dynamic game, it was also a fast- 
paced multitasking challenge. Miss one tiny bit, and 
half of your tribe would dead with the other half being 
raided while you’re out hunting savage monsters. 

Seeking to improve upon this formula, Soldak 
created Dins Curse - a faithful heir to old roguelikes, 
married with Diablo. The game controls like Diablo, 
uses the same coloured loot system and also has an 
unfortunate town built over a multi-level dungeon. 
But there’s a key difference - the town and NPCs you 
must protect are all active, evolving entities. 



Citizens will use equipment that you donate, 
buy items, go into debt, argue (and kill) each other, 
be killed by monsters, die of starvation or simply flee. 
They will also offer quests - from personal favours 
like delivering packages and gathering ingredients to 
helping the town by recruiting a new weaponsmith, 
killing a monster leader, finding water, etc. 

If all key NPCs die, it’s the end of your town. But 
not of the game - you can try to save another town. 

Monsters aren’t static either - they are all active, 
with their own agenda and allies. Skeletons will get 
along with zombies, but will kill hell dogs. They will 
level up and grow in power, and the hell dogs can later 
arise as undead! Bosses are even worse: they gather 
minions to attack your town, build nasty things and 
raise their own minions - which then scatter and start 
to do the same, repopulating the dungeon. 

And so you might be hunting a nasty ore mage 
then have to immediately return to town to stop an 
invasion from the dungeon depths, find out who built 
this monster gate in the city, fight the guilty citizen, 
help others with their health issues, then be asked to 
destroy a weather machine that the aforementioned 
ore mage has built while you were gone. 

You get the picture. Dins Curse always have 
something for you to do. But, unlike Depths of Peril, 
you can fully customise how you want to play it. 

It’s you who sets the pace of quests, dungeon 
depth, amount and level of monsters. You can make 
the game easier, disabling town invasions altogether, 
or make it much harder, speeding things up, buffing 
monsters or handicapping yourself with restrictions. 

All and all, Dins Curse is a fascinating mix of 
Action RPG gameplay and roguelike dynamics. If you 
can handle its crude, dated graphics and the mediocre 
interface, I wholeheartedly recommend it. OB 


406 




























A fter the botched release and poor reviews of 
Gothic 3, JoWooD Entertainment took the 
series’ licence away from Piranha Bytes and 
instead hired Spellbound Entertainment (known for 
their Desperados series) to create the next Gothic. 

However, ArcaniA: Gothic 4 is the result of more 
than just a change of developers. The Gothic series was 
never popular in the US, and JoWooD decided it was 
time to change this, bringing the series to consoles and 
tuning it to the tastes of this new audience. 

What followed was a complete mishandling of 
the franchise and an all-round failure, so contrived 
and misguided it’s almost comical - as if middle-aged 
European executives wrote a design document based 
on what they think “American kids these days like”. 

As such, you now play as a new, younger hero, and 
the developers were thorough in removing absolutely 
any complexity or nuance from the game. 

The Gothic series has always been known for its 
brilliant sense of exploration, cleverly designed open 
world and amazing sense of progression. It had a 
strong emphasis on verisimilitude, with things such 
as alternate paths and solutions, the ability to spare 
enemies, realistic schedules for NPCs, etc. 

ArcaniA instead offers a series of minuscule and 
artificially gated areas, each with a main quest and 
3-4 side-quest - all clearly marked on your mini-map. 
Finish the main quest, the gate opens and you advance 
to the next area. These areas are pretty but uninspired, 
mostly filled with generic forests, linear dungeons and 
the same few enemies. Trying to explore outside the 
narrow paths will either cause you to get stuck or fall to 
your death, and you can’t even swim anymore. 

Not only are the areas are dull - the whole game 
is based on “kill X monsters” or “bring Y items” quests. 
Your very first quest has you doing three of these 


errands to “prove yourself” to your fiance’s father! 
Sounds like a parody, but it’s a taste of the entire game. 

Finally, combat and character progression lost 
any charm or relevance. Attributes were all removed 
and the iconic system of getting trainers to teach you 
was replaced by a bland skill tree with “+1%” upgrades. 
Combat is brain-dead - most enemies can be defeated 
by mashing the attack button, while the “hard ones” 
merely require you to dodge when they glow. And 
magic spells were reduced to simply three flavours of 
ranged damage (fire, lightning and ice). 

For most, ArcaniA is just a forgettable game that 
was reviewed poorly and got barely noticed by the so 
desired US console gamers. But, for Gothic fans, it was 
the death of a beloved series. FE 




JoWooD went 
bankrupt in 
2011 and its 
assets were 
acquired by 
Nordic Games. 
The company 
removed the 
Gothic subtitle 
from ArcaniA 
and re-released 
the game for 
the PS4 in 2015. 


The story brings 
back many old 
faces, as you 
seek vengeance 
against the 
previous Gothic 
hero, who 
became king and 
was corrupted 
by madness. 


A bridge guarded 
by two soldiers. 
Instead of talking, 
swimming, killing, 
sneaking, bribing 
or going around, 
your only option is 
to do their quest. 















o 



to 


Two Worlds II 
can sometimes 
refuse to launch 
depending on 
your PhysX 
driver. If you're 
having any 
issues, install 
Nvidia's PhysX 
legacy driver. 


Two Worlds II 
combat is solid, 
but its console 
focus limits 
the number of 
abilities on the 
action bar to only 
three at a time. 



T he first Two Worlds (2007) wasn’t a critical hit, 
but some fans enjoyed having an alternative to 
Oblivion and Gothic 3 in open-world RPGs. 
Its multiple factions, huge world, classless character 
system, Old English dialogues and Polish origins gave 
it a distinctive flair, even if the game wasn’t very good. 

An expansion named Two Worlds: The Temptation 
was announced, but after years of delays it became a 
full sequel - awkwardly titled Two Worlds II. While at 
a glance it looks like the first game, a lot was changed. 

The Old English writing was abandoned, as the 
hero now sports a deadpan attitude, with occasional 
snide remarks, self-aware jokes and bizarre situations 
adding humour. Graphics have been greatly upgraded, 
displaying flowing hair and cloaks, dense vegetations, 
reflections and object physics with such prominence 
that it seems like a (dated) tech demo sometimes. 

While Two Worlds II is an open-world game, it 
isn’t very big nor rich, and progression is often gated. 
There’s a small introductory island, a large continent 
dominated by Savannah and Middle Eastern towns, 
a second continent with a Japanese-inspired city 
surrounded by tropical jungles, and a third continent 
that appears as a huge landmass on the map, but is 
actually quite small in playable areas. 



While there are several side-quests, the game 
itself isn’t very lengthy - a completionist can likely see 
everything in 30-40 hours. Instead, the real draw of 
Two Worlds II is the diversity of things to do. 

The game is a real-time Action RPG, with a 
classless character system offering the usual Fighter/ 
Mage/Thief abilities, plus a few non-combat skills. 
Combat is rather clunky but gets the job done, and 
the physics engine makes hits feel satisfying. 

During your journey you’ll create new spells, 
race horses, sail a boat, upgrade weapons and armour, 
dye your clothing, join guilds, battle in arenas, explore 
dungeons, play songs, mine, gamble, pick locks, pick 
pockets, set traps, etc. It’s a feature list that rivals some 
of the best open-world RPGs, but packed into a much 
shorter and fast-moving game. 

Among these features, the magic system stands 
out. Two Worlds II requires you to create all your 
spells by combining magic cards. You mix an effect 
card (Fire, Water, Life, Force, Thorns, etc.) with a 
carrier card (Missile, Area Effect, Summon, Totem, 
etc.) and then add modifier cards (Time, Damage, 
Defence, Homing, etc.). Depending on your level, you 
can stack several of these to strengthen their effect, or 
even make spells with two or three different phases. 

For example, you mix Fire and Missile to make a 
Firebolt. Then you can add a modifier to make it split 
into more missiles and/or ricochet between enemies, 
plus add the Corpse card with the Enchant carrier to 
hold enemies still for four seconds after being hit. 

It’s an extremely interesting system, with all sorts 
of novel powers like resurrecting yourself or creating 
altars you can later instantly activate to heal or buff. 
And it ties well to the character progression, as buying 
more cards and levelling up your skill to mix more of 
them into a single spell is quite rewarding. 


408 







You can dismantle you gear, then use their materials to 
upgrade equipment, dye them and socket magical gems. 



You can mix effects, carriers and modifiers to create your 
own spells, from walking on water to ricocheting fireballs. 


There are other good ideas, but poor design 
choices end up diminishing them. The game has a 
classless character system that promotes spreading 
your skills, but requires wielding a staff when casting 
spells and forbids you from using bows with heavy 
armour or robes, limiting your gameplay options. 

Similarly, equipment is mostly restricted by 
level, limiting your effective choices to your current 
level tier, as it will deal a lot more damage than the 
previous tier (an issue Two Worlds 1 also had). 

That’s not to mention odd choices like having 
dungeon maps always fully revealed or how enemies 
are all displayed on the mini-map, even “hidden” ones. 
The game even promotes glaring AI faults: a loading 
screen tip is to climb on rocks, so that melee enemies 
can’t find a way to reach you and just stand still. 

However, the worst sin of Two Worlds II is how 
many of its novel features are criminally underused. 
You can sail a boat, manually positioning the boom to 
harness the wind, but there’s few places to sail to. You 
get a horse, but can only use it on the first continent. 
You can dye armour, but there are few colours and you 
can only dye certain parts of it. You can make spells to 
jump higher or walk on water, but there’s little reason 
to use them. You can sneak, steal and assassinate, but 
that’s rarely useful. Luckily, mods like Worldmerge 
manage to salvage much of that, adding content to 
better explore those features. 



Dialogue is very simple, with few choices besides asking for 
exposition and refusing side-quests. But it's often funny. 



There are numerous activities, such as a Guitar Hero rip-off, 
sailing, playing dice, horse racing and building a village. 


Multiplayer is also extensive. There’s a separate 
co-op mode with a linear and combat-heavy 10-hour 
campaign set sometime between Two Worlds 1 and 2, 
plus modes like Deathmatch, Duel, Crystal, Capture, 
Defend the Throne and even a Village mode, where you 
build farms, mills, forges, guardhouses, shops and the 
like, occasionally defending them from monsters. It’s all 
very simplistic, but nice to have nonetheless. 

Two Worlds ITs charm comes from this contrast. 
It’s extremely ambitious - but, while it lacks depth, 
the constant stream of new things to do leads to an 
addictive experience, always asking “what’s next?”. It’s 
not a game for everyone, but those willing to endure 
some roughness and limitations will certainly find 
themselves entertained for many hours. FE 

Mods: 

Worldmerge: The ultimate mod pack for Two Worlds II, 
it fuses the main campaign, the Pirates of the Flying 
Fortress expansion and the multiplayer maps into a 
single world, with three new difficulty settings. It also 
adds better AI, tougher combat, hidden secrets to 
pursue, an expanded character creation, more armour 
colouring options, the ability to cast spells with any 
weapon and use bows with any armour, increased draw 
distance, killable NPCs, new weapons, armour, quests, 
boss enemies and much more. Highly recommended, 
even for a first playthrough. 


Two Worlds II 
was surrounded 
by controversy, 
selling the 2017 
expansion Call 
of the Tenebrae, 
which was 
previously 
promised as a 
free update, and 
disabling the 
game's console 
commands 
in order to 
sell micro- 
transactions. 


409 














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a* y^f 
< 3- 
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to — 



Cthulhu Saves the 
World was first 
released for the 
Xbox Live. Zeboyd 
Games then ran 
a Kickstarter to 
fund an enhanced 
version and a PC 
port, which was 
released in 2011. 


The game takes 
elements from 
various classic 
JRPGs, such as 
the multi-panel 
cutscenes from 
the Phantasy 
Star series. 


Combat is the 
usualJRPG 
fare, but with 
a few twists. 
For example, 
each round the 
enemies get 10% 
stronger, forcing 
you to kill quickly. 



C thulhu Saves the World is a small and linear 
but content-rich RPG, put out by the prolific 
Robert Boyd and Bill Stiernberg duo at 
Zeboyd. The game is mostly notable for its retro 
aesthetics and hilarious take on the Cthulhu mythos. 

In terms of structure and gameplay, Cthulhu 
Saves the World is a straightforward JRPG. Where 
the game shines - the reason it is worthwhile to talk 
about at all - is its plot, its characters and the obvious 
love that the developers had for both. You begin the 
game as Cthulhu, the Old One, being deprived of 
your powers by an unknown force. In order to regain 
them, you must first become a true hero - only then 
may you resume your plans to destroy the world. It s a 
well-constructed and humorous story that most fans 
of Lovecraft should be able to appreciate. 



Cthulhu T 


l r Cthulhu. do hereby voui to devote my 
life to becoming a true hero. Out only so 
that I can regain my potuers, summon 
R*ryeh to the surface, and destroy the 
world, of course. 



lEEj 




Mmmm 


Ironically however, the game s characters are also 
the games biggest weakness. While you never get tired 
of Cthulhu cast in the role of “grumpy and unwilling 
saviour”, or some of his tag-along friends and the 
sharp developer wit their personalities exhibit, other 
characters are downright obnoxious and unnecessary. 
Your first companion, Umi, is a tiresome groupie 
whose shtick gets old really fast. Other characters like 
the necromancer (October), the sword (Sharpe), or 
the cat alien (Paws) are much more interesting and 
switch between parodying tropes of the genre, being 
cool characters in their own right. 

As a game, Cthulhu Saves the World is a sufficient 
but forgettable experience. You walk across a fairly 
linear overworld or map with your band of ragtag 
saviours, collecting items and fighting battles, both 
random and hand-placed. The battle screen takes you 
to the standard JRPG line-up, where enemies and 
player characters stare each other down face-to-face, 
taking turns to inflict damage upon each other. 

You might think the game is bad or bogged 
down from my choice of words. This, however, is not 
the case. Cthulhu s characters and enemies are varied 
and you have plenty of different tactical options at 
your disposal, thanks in part to a clever progression 
system that offers a choice between different skills and 
stats bonuses at each level-up. 

Ultimately, Cthulhu Saves the World is more than 
enough fun to justify the measly 2 dollars being asked 
for the game on Steam these days. It is one of those 
rare games, like the original Doom , where playing it 
gives you a sense of who its developers were, what 
they enjoyed, which time they were raised in, and 
which culture produced them. For this reason alone, 
the game is worth a glance from any would-be RPG 
connoisseurs. CG 


410 
































M iddle-of-the-road games have a certain 
kind of difficulty attached to them it comes 
to writing reviews. Calling them the worst 
is disingenuous while lauding certain quirky aspects 
can sound like undeserving praise. Faery: Legends of 
Avalon is the quintessential example of this. 

The game can best be described as a JRPG-lite 
about adventures in the fairy realm. There are plenty 
of generic elements that, while not exciting, are easily 
digestible: you’ll engage in quests and dialogues with 
binary good/evil paths, meet a few new companions, 
collect simplistic gear and fight in straightforward 
turn-based JRPG-like battles. But the how and why is 
not of importance, but rather the where. 

The plot revolves around an ever-increasing 
magical cast of beings that goes journeying in curious 
places - the World-Tree Nordrassil, the haunted Flying 
Dutchman, an Arabic city on top of a giant beetle and, 
of course, the titular Avalon. On top of all of this, there 
is a simple feature which adds tremendously to the 
exploration aspect: flying. 

Being an enchanted fairy has its perks, one of 
them is being able to travel by wings across the land. 
There is a primal kinetic delight to zig-zag left and 
right while going about with questing and combat. 
Given how much of the time is spent on going from 
point A to B in RPGs, you would think more thought 
would be spent on how to make it more interesting. 
Faery: Legends of Avalon is one of the few games that 
actually tries to change this vital part and succeeds. 

The only other feature worth mentioning is 
the visual aspect of the game’s progression system. 
When the main character gains a level, they must 
choose between exclusive spells and abilities, each 
with different visual representations - horns, wings, 
tattoos, tails, auras, etc. 


Thus the player might have a cat’s tail, dragonfly 
wings and antennae on one playthrough, but looks 
entirely different in the next, adding a lot of personality. 

The fact that Faery stands out so much reflects 
horribly on games. Mystery is one of the driving 
forces of fiction and the fact this title impresses so 
much in that department just shows how saturated 
with Tolkien-esque fantasy the industry is. But even 
in a world of gaming with endlessly diverse settings, I 
would still recommend Faery, even for a short while, 
just for its flying and visual level-up representation. 

In the end, Faery: Legends of Avalon is a simple 
6-8 hour game that shows players something new, and 
that’s already more than can be said of some RPGs 
that are ten times as long. LL 




Combat is 
clearly based 
on JRPGs, and 
extremely 
simple. You just 
need to learn 
when to use 
physical attacks 
or spells. 


Your choice of 
skills also changes 
your appearance, 
such as the type 
of magic you pick 
deciding what 
kind of wings 
your character 
will have. 


411 
































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Alpha Protocol 
was ready for 
a 2009 release, 
but its publisher, 
SEGA, imposed a 
delay to build up 
hype. The plan 
backfired, as AP 
was released right 
after Mass Effect 
2 and Splinter 
Cell: Conviction, 
leading to harsh 
comparisons and 
slow sales. 



I should clarify right at the beginning that, in my 
opinion, Obsidian Entertainments Alpha Protocol 
is one of the most underappreciated Action RPGs 
of all time. Sure, the game has numerous faults, so it 
is not entirely Game of the Year material, but it also 
has several important and well-developed elements in 
which it surpasses the competition. 

As one can see from the subtitle, Alpha Protocol 
invites you into the world of espionage, where you 
encounter top-secret organisations, terrorists, rogue 
spies, gadgets right out of a James Bond movie and, 
of course, a secret agent who will save the day. The 
hero I’m talking about is Michael Thorton, who was 
just recruited into Alpha Protocol, a super secret 
organisation in the United States. 

After a brief introduction, you will start your 
career with an easy tutorial, followed by your first 
real assignment: travelling to Saudi Arabia to find and 
deal with an international terrorist. Of course, this is 
just the beginning, and soon you will figure out things 
are not as they look. After a few missions, you will run 
for your life, with half of the American government 
breathing down on your neck, not mentioning the 
Russian mafia, and some bad guys from China. 



As you level up you'll gain points that can be spent to 
gain passive buffs or learn new skills and abilities. 


If you like the political thrillers of Tom Clancy, 
or the hit TV show 24, you will feel right at home 
in the world of Alpha Protocol and you wont be 
disappointed by the events depicted in the game. 

Obviously a good story cannot exist without 
good characters, and Obsidian pulls this off quite well. 
Michael Thorton is not a predefined character; its 
up to players to decide what kind of person he is. An 
important tool for this is the dialogue system, which at 
first sight is very similar to the dialogue wheels used in 
other RPGs. However, you won’t choose what you want 
to say, but in what manner you want to reply. This way, 
Thorton can be aggressive, professional, or suave - the 
three agent archetypes, Jack Bauer, Jason Bourne and 
James Bond - plus a few other choices, depending on 
the context. There is a short time limit for choosing, 
which gives dialogues a nice, natural flow. 

Your decisions, your replies, the intel gathered, 
all have consequences (some bigger, some smaller) 
to a degree that few other games ever could match, 
which in itself warrants several playthroughs. You can 
even choose how to approach missions, such as trying 
to infiltrate an airbase right at the start or going after a 
local weapon dealer for intel first. 



412 






















"The story is gameplay-the 
alliances/enemies you make in 
the game affect missions, respect, 
endgame choices, reactivity, and 
also special perks for your character 
as well. Interaction with a character 
in the game is a game system and 
gameplay in itself, which was our 
goal. We didn't want the story or 
dialogue to be divorced from the 
missions or gameplay." 

- Chris Avellone, 
Alpha Protocol's lead designer 



You have a time 
limit to choose 
between the 
various dialogue 
options, and 
they will all 
have long-term 
consequences. 


There are several memorable NPCs in the game, 
although, because the story is grounded in reality, 
they are not as far-fetched as in games like Planescape: 
Torment. I have to point out Steven Heck, who 
must be applauded as one of the most memorable 
characters in gaming. Every minute the player spends 
with this psychopathic rogue agent is comedic gold. 
Just don’t be surprised if the guy ties up the hostages, 
pours some fuel on them and finally sets them on fire. 

However, not everything is nice and good, thanks 
to problems found in the game mechanics. By default, 
the game is a third-person shooter, mixed up with 
Deus Ex influences and fairly hectic cover mechanics. 
You can sneak around, evade cameras and knock out 
unalert guards, or just draw your weapons and gun 
everyone down. Being an RPG, Alpha Protocol also 
has a nice (although shallow) character progression 
system, which lets the player upgrade Thortons skills 
(weapons, martial arts, technical affinity, etc), as well 
as offering unique passive perks that are unlocked 
based on your choices, actions and playstyle. 

The problem is that some of these abilities are 
useless, while others are overpowered. For example, 
using a Stealth skill which briefly turns you invisible 
together with the Chain Shot skill allows players to 
easily finish off anybody, even bosses. 



The cover mechanics are serviceable, but will occasionally 
give players a hard time, likely forcing a reload. 


Sadly, the game has some shortcomings in the 
technical department as well. Controls were clearly 
designed with controllers in mind, which makes the 
camera movement with a mouse pretty frustrating 
sometimes. It also has some texture streaming and AI 
problems, and lacks some overall polish, with players 
complaining about several minor bugs. 

The mini-games are a controversial point, since 
people are divided over whether or not they are designed 
well. I personally feel that they are among the best of 
their kind, because they require actual concentration, 
hand-eye coordination, and they are not focused on 
quick time events or trivial puzzles. During hacking, you 
have to find matching lines of codes in a running ma¬ 
trix. To disable an electric circuit, you must solve a visual 
maze. And to pick a lock, you have to manually move 
the pins of the lock. It is true that, because of the jerky 
mouse controls, these can become somewhat difficult, 
but, once you get used to how they work, they are quite 
manageable. And if you get stuck, they can be bypassed 
with a few EMP grenades. 

With all that said, who is this game for? Well, 
if you value good stories, like to experience the 
consequences of your choices and love conspiracies, 
then give Alpha Protocol a shot. You might find a 
rough diamond under the technical difficulties. JC 



The longer you keep your aim reticule over the target, 
the higher your accuracy and the critical hit chance. 


Chris Avellone 
revealed in a 
2013 interview 
that his plans for 
a sequel involved 
a wackier tone, 
similar to Kill Bill 
and the Saints 
Row games, while 
also featuring an 
asynchronous 
multiplayer 
element, inspired 
by Dark Souls. 
However, due to 
poor sales, SEGA 
has no interest 
in a sequel. 


413 









A vast amount 
of content and 
usable items 
create a satisfying, 
complicated RPG. 


P eople will never stop bickering over whether 
Fallout 3 is better than New Vegas , and I love 
that. Its a sign of prosperous times, really. After 
all they’re both excellent games that came out within 
two years of each other, they both spin the same idea 
and same franchise to cater to specific tastes, and 
they both provide some of the most satisfying long¬ 
term gameplay in the genre. Plus, that debate always 
reminds me that New Vegas actually exists, which 
makes me far too giddy to get bitter about anything. 
Because, while I think Fallout 3 is one of the better 
RPGs of this generation, I think Fallout: New Vegas is 
the very best game of its generation! 

I don’t even have to question myself. Out of an 
entire console generation of RPGs, Fallout: New Vegas 
had the highest standards in choices and consequences, 
world-building that was most relevant to gameplay, 
the funniest and most thoughtful writing, the most 
impactful levelling and character progression, the most 
pleasant tone and atmosphere. The list goes on. 

It’s a dream-team collaboration between Bethesda’s 
tech (a massively detailed open-ended world with a 
meticulous level of player interaction) and Obsidian’s 
writing (a complicated interactive political drama) that 
combined the best qualities of the best modern RPGs. 



And it certainly also helped that the Mojave 
Wasteland presented in Fallout: New Vegas was more 
contemporary, mature and bold. It evoked more 
Game of Thrones than Road Warrior. 

The Mojave Wasteland wasn’t really a wasteland. 
The people around New Vegas have schools, jobs, 
clean water, food, clinics and a few functioning 
governments whose conflicts drive the action of the 
story. New Vegas itself is a vacation spot for wealthy 
retired folks coming in from out of state, and that 
doesn’t feel post-apocalyptic. 

Your character isn’t a lone scavenger grasping for 
survival; he’s a gainfully employed courier trying to 
make a delivery. This desert wasteland is covered in 
power lines and plumbing pipelines, farms and busy 
trade routes. The nonsensical fantasy of Fallout 3 was 
turned into a fully detailed economy for New Vegas , 
and the productivity of its economy gave actual stakes 
to the factions vying over it. 

Faction play is the star of the show, really. There 
are an overwhelming number of possibilities for 
each faction to intersect in and out of each other’s 
storylines in different ways. Faction quests criss-cross 
into other faction quests, the order in which you take 
them can affect your possibility of taking others, and 
the motivations and narrative wrappers surrounding 
those quests always related to the complexities of the 
world’s economy. The three biggest factions at play all 
fight with a reasonable and realistic amount of self- 
interest. You can see where they’re coming from. Even 
Caesar’s Legion, who had to have been the villains. 

And what great villains they were! Caesar’s 
Legion had an ever-expanding medieval empire that 
revelled in slavery, torture, sadism and warfare. And 
what made them truly terrifying is that they weren’t 
moustache-twirlers. 


414 
















"I guess the thing is, I don't really 
view RPG and FPS as separate 
genres. FPS is the style of combat 
that the game has outside of VATS. 
But the RPG always influences 
how you use that combat system, 
whether it's in VATS or in first- 
person real-time." 

- Josh Sawyer, 
New Vegas' lead designer 



With VATS, 
the player can 
cripple specific 
body parts, 
damage enemy 
weapons or shoot 
unexploded 
grenades. 


Fallout: New Vegas is a game about economics, 
after all, so Ceasar’s Legion weren’t evil simply 
because they enjoyed being evil, but rather because 
they had created a fairly successful war economy that 
required them to be evil. It required them to systemise 
a banality of evil. 

They rationalise the horrible things they do 
with economics, victim-blaming and their sneering 
superiority complex. If you lost track of your moral 
compass, you could easily get talked into seeing 
things their way. They were terrifying video game 
villains because they didn’t resemble video game 
villains. They resembled villains from real life. And 
that was horrifying. 

Outside of their torchlit war camps was a vast 
American desert full of singing cowboys, lounge 
lizards, mutated hulks and leather-clad anarchists 
who had a vast number of stories to tell. The Mojave 
Wasteland is built as a narrative-framing device for its 
short stories, little Twilight Zone side-quests that tell 
strange and wonderful episodes before the three-part 
series finale of the main quest. 

That’s how I was able to squeeze a gratifying 
250 hours (that were rarely boring!) out of the game; 
there’s simply an insane amount of enjoyably self-con¬ 
tained stories to be found in the side-quests. 



Travelling with certain companions may tear apart your 
faction allegiances, if you choose to recruit with them. 


You can see this same episodic storytelling 
happening in the DLCs as well. As one of the few 
games of its generation to do DLC right, New Vegas 
sold four story add-ons that were each like mini 
expansion packs, adding in a good chunk of extra 
content while also exploring a new story in this 
universe that had something interesting to tell. And 
screw the haters, Dead Money was the best one! 

Fascinating stories, meaningful choices and a 
thoughtful awareness of its world are baked into nearly 
every element of this game, and for those reasons it 
is my favourite game of its generation. These are the 
reasons why Fallout: New Vegas is one of the best FPS- 
RPGs of all time, and deserves to be as highly regarded 
as Deus Ex and System Shock 2. GW 


Part of the team 
that worked 
on New Vegas 
had worked 
on Van Burren, 
Interplay's 
cancelled third 
Fallout. Many 
ideas from 
that game 
were salvaged, 
including 
Caesar's Legion, 
the Hoover Dam 
battle and the 
Burned Man. 


Mods: 

Fallout: New Vegas Mod Manager: Handy tool that 
makes mod installation, update and removal easier. 

JSawyer: Created by the game’s own lead designer, 
this mod makes the game harder with various 
tweaks, such as harsher survival conditions, less HP, 
lower level cap and adding weight to stimpacks. 

Project Nevada: The most popular of all New Vegas 
mods, made by Fallout 3: Wanderers Editions team. 
It’s a huge mod that adds new features, changes to 
the balancing, new weapons and even implants. 

Yukichigai's Unofficial Patch: A huge bug fix mod 

that aims to increase stability without changing the 
gameplay or causing issues with other mods. 

Fallout - Project Brazil: Offers a whole new campaign, 
where a civil war erupts inside your vault. 

Autumn Leaves: A professionally made new quest 
where you’ll have to solve an exotic murder mystery. 

No Auto Aim: This mod removes the dice rolls from 
combat, so that gunplay is more similar to an FPS. 


415 






















n> 

o 


to 


Writer Shamus 
Young wrote an 
extensive and 
detailed analysis 
of the Mass Effect 
trilogy's story and 
world-building, 
especially the 
changes from 
ME1 to ME2. It 
can be found on 
his website: www. 
shamusvoung.com 


Character¬ 
building has 
been changed. 
Dialogue and 
non-combat 
skills have been 
removed, but 
new powers can 
be learned from 
your companions. 



T he original Mass Effect was both a critical and 
a commercial success, and the BioWare team 
had three years to polish the sequel. Mass 
Effect 2 ended up selling more copies and winning 
more awards (Metacritic 89 vs. 94), so both BioWare 
and Electronic Arts were surely happy. But is it really 
a better RPG? My answer would be no. 

A better game? Possibly. Its a paradoxical game, 
that suffers from what seems to be executive meddling 
and a design-by-committee approach. 

The best element to showcase this schizophrenia 
is the writing. The main plot ranks among the worst 
video game plots in existence - it starts with Shepard 
getting killed, then resurrected and forced to work for 
a terrorist organisation, gathering allies and resources 
for a special mission. Its flaws are too many to list 
here and I recommend readers to check the excellent 
dissection by Shamus Young (linked to the left). 

However, the companions and their recruitment 
and loyalty missions, which form the majority of 
the content, are some of Bio Wares best. While the 
companions themselves are hardly unique and suffer 
from the “sexier and edgier” treatment, they are 
mostly well-written and the quests, first to recruit 
them and later to ensure their loyalty, are excellent. 



More races of the galaxy are represented in the 
team than were in the first Mass Effect , and through 
the companion stories the surrounding world is 
expanded. Unfortunately the encyclopaedia from 
the first game still exists and is utilised as a crutch 
by the writers - however its unnecessary to actually 
consult it, as all the information that the player needs 
is conveyed by the companions. 

Technically, the sequel has not made any notable 
changes. To this day, the game still looks and sounds 
good, though it is fairly obvious that the levels are 
small and the obvious waist-high walls are always a 
clear signpost that combat is about to start. 

Which brings me to Mass Effect 2 s big change: 
mechanically, the game has been turned into a cover 
shooter, similar to Gears of War. Its a puzzling change 
as mechanically there was nothing wrong in the com¬ 
bat of the original. It doesn’t work too well with the 
special powers either, as aiming them is somewhat 
cumbersome with this new stiff camera. 

To further reinforce the similarities to shooters, 
gone is the overheating mechanism - we’re back to 
the safety of magazine reloads. Naturally, this change 
required a nonsensical retcon of existing lore and it 
really serves no purpose, as bullets are so liberally 
spread around that there is absolutely no danger of 
ever running dry, not even if you are a soldier and 
thus use guns for every encounter. 

The special abilities of various classes and their 
skill trees have also been overhauled. They weren’t that 
interesting in the original and now they are largely 
meaningless. Every encounter is possible to complete 
with any squad composition as your teammates are 
largely useless, thus levels had to be designed to 
accommodate every class that Shepard could be - a 
similar issue that plagued Neverwinter Nights. 


416 












"We're really highlighting the 
shooter aspect of it. We haven't 
actually taken away any of the RPG 
systems, but we want to package 
it so that everything is a little bit 
more intuitive, more streamlined, 
and overall the experience is like, 
'Ah, I played through this incredible 
story'. Atypical BioWare story. But 
how we played through it felt much 
smoother." 

- Adrien Cho, 
Mass Effect 2's lead producer 



Mass Effect 2 
revamps the 
combat system, 
now focusing 
on cover-based 
shooting, much 
like Gears of War. 


Instead of trying to improve Mass Effect s clunky 
inventory, BioWare axed it as well. Possibly a good 
thing, because their replacement for Mako is quite 
possibly the worst time-wasting mini-game in the 
history of video games: the planetary mining. 

In short, the player is shown a rotating picture of 
a planet and then must scan for deposits by holding 
one mouse button, then shoot mining drones with 
the other mouse button. Its insanely mind-numbing. 
While the Mako driving segments of the original 
suffered from certain issues, I cannot for the life of 
me understand how a designer could think that this 
scanning system is an improvement. 

Thus gameplay is a strange mixture of the utter 
boredom of scanning planets for resources to upgrade 
your ship and gear, fluid combat that isn’t really 
challenging but is quite entertaining, and talking 
to people to propel the plot forward. As befitting a 
BioWare game, that last part is where the game shines. 

A new feature, the ability to interrupt some of 
the conversations to take action - in either Paragon 
or Renegade manner - is a novel concept and works 
surprisingly well. Seeing Shepard punch an annoying 
journalist or throwing a baddie through a window 
instead of having to listen to their prattle is such a 
guilty pleasure. 



You must gather allies, tech and resources, but exploring 
planets was been replaced by a dull scanning mini-game. 


And what about the continuity between games 
that BioWare so hyped before ME2 launched? It really 
isn’t there. Yes, the game gives you little nods here and 
there to some of the stuff that you did in ME1 , but it is 
all cosmetic and has zero effect on gameplay. 

The ending of the game is a beacon of hope. The 
entire party takes part in it and, depending on the 
choices the player has made throughout the game, 
certain companions can be permanently killed. 

Sadly, Final Fantasy VI (1994) is still the reigning 
champion in this aspect, as Shepard can still only take 
two companions along in the actual combat while 
the rest of party is assigned to various tasks in the 
background. If only this mechanic had been used more 
in the game and in more detail instead of this gimmick 
that only happens in the last segment of the game. 

Thus my reasoning for the opening statement of 
Mass Effect 2 being a paradoxical game - the main 
plot is awful but the companions are good. RPG 
elements have been stripped out but gameplay is fluid 
and entertaining. There is good in here, as well as bad 
- it all depends on what you value more. GA 

Mods: 

Coalesced.ini Mod Manager: Makes modding easy 
by handling changes made to the configuration file. 

Better ME2: Adds some gameplay tweaks, a bit of 
rebalancing, a cleaner HUD and gamepad support. 

Hybrid Combat: Makes combat similar to ME1 , 
changing how reloading works plus other tweaks. 

Flash's Mass Effect 2 Mod: Aims to make the game 
more balanced and faithful to the lore, e.g. it makes 
that enemy’s shield regenerate, just like yours. 

A Lot of Textures: A large pack with new HD textures. 

Casual Outfit Beyond Normandy: A pack of casual 
clothes that you can now wear even outside the ship. 


Mass Effect 2 
had over 20 
DLC packs. 

Two of those 
introduced new 
companions 
and came with 
new copies of 
the game. Since 
2013, those 
characters 
can be freely 
downloaded. 


417 














An updated 
version of 
Academagia 
was released 
on Steam in 
2017, featuring 
a new interface 
and including 
all previous 
DLCs. 


Like in Princess 
Maker you must 
plan your daily 
schedule, but 
Academagia 
offers more 
options, such as 
where to study 
and how much 
effort to put in. 


Interactions 
are all text- 
based. Random 
events will pop 
up, offering 
the chance of 
a reward or 
(on failure) 
humiliation. 


A cademagia starts with the player character, 
a 12-year-old child on the floating island 
of Mineta, being invited to attend the 
Academagia, a magic school. The player first customises 
their character - choosing stats, traits, backgrounds, a 
familiar, etc. - then is immediately presented with a 
dizzying array of options for what to do with his or her 
time during the school year. 

The gameplay is a combination of RPG and Choose 
Your Own Adventure book - each day is broken down 
into three time slots where the player chooses what 
to do. Their character can attend classes, study, make 
friends and go on adventures, during which they’ll be 
presented with various choices to overcome obstacles, 
where success is determined by their stats. 



The game includes one entire school year (the 
developers are currently working on a sequel with 
the second year), but it doesn’t give any concrete 
goals beyond “pass all your classes”, so the player is 
free to do pretty much whatever they want. The fun of 
Academagia comes from a combination of exploring 
role-playing options and interacting with the world, 
learning how to navigate all the systems to accomplish 
whatever goals the player sets for themselves. 

There are a huge number of skills (over 300!), and 
training them up will often unlock new actions. By 
the end of the game they can have dozens of choices 
of how to spend every time slot. They can train their 
familiar, study illegal magic, go shopping, befriend (or 
bully) other students, cast spells, go on adventures, 
explore the school grounds and town, and more. 

The writing and the freedom players have is the 
strong point here. One of my favourite adventures 
involved improving the school’s terrible cafeteria 
food. My character burgled prize recipes, incited a 
riot in the cafeteria, blackmailed the head chef, put on 
a fancy dinner party for the school faculty, and finally 
managed to get a new menu implemented. At the end 
I was feeling a genuine sense of accomplishment. 

Academagia does have some flaws - since it was 
put together by a fairly small team, they didn’t have 
the resources to make sure all the different systems 
were balanced and useful. For example, shopping for 
items is a pain since characters can only visit a single 
store per action, rather than being able to browse 
among all the stores at once. 

However, if you can look past or work through 
some imbalances in the gameplay, you’ll be rewarded 
with an immensely rich, expansive game and the 
ability to guide your young wizard from a novice to 
an expert magician. JO 


418 

























D ungeons ofDredmor is an interesting take on 
the modern roguelike. While many other 
games try to take elements of the genre and 
mesh them into other models, Dredmor takes the core 
roguelike formula and plays around with it to make it 
accessible and customisable, but hard to master. 

The game offers three difficulty levels, plus the 
option to toggle permadeath and increase or decrease 
the size of the dungeons. This allows people to play 
Dredmor at their own pace and get a feel for the game 
before going for the true roguelike experience. The 
“No Time to Grind” mode is especially nice since it 
speeds up the game, allowing for quick sessions. This 
ease of access helps to attract those curious about the 
genre, yet still offers a challenging experience. 

Dungeons of Dredmors main objective is to 
reach the bottom of the dungeon and slay the evil 
Lord Dredmor. While it sounds run-of-the-mill, 
everything else is goofy and light-hearted in nature. 
The game has no qualms about taking common game 
tropes and putting a ridiculous spin on things, such 
as item vending machines, enemies shouting witty 
remarks, countless pop culture references and some 
humorous item and skill descriptions. 

Another unique thing is the progression system. 
Unlike standard roguelikes where there’s a focus on 
stats and gear, Dungeons ofDredmor relies on skill trees 
for character growth. Players pick seven out of the 20 
skills (32 with the expansions and countless more 
through mods) available to them and are dumped into 
the game. The skill trees range from traditional ones, 
such as “swords” and “smithing”, to humorous ones 
like “emomancy”, “communist” and “tourist”. Each 
skill influences things such as starting gear, passive 
traits and active skills; however, players only get one 
skill point per level, so its important to choose wisely. 


Depending on what skills players have picked, 
they can also craft various forms of gear from random 
materials found in the dungeon. Crafted items can 
range from the standard weapons and armour to 
more exotic things such as potions, traps, wands and 
- why not - a clockwork power-limb. This gives the 
player an element of control they can establish among 
all the random variables, allowing them to build 
towards optimal victory or silly gimmick builds. 

Dungeons of Dredmors skill system offered so 
much flexibility that I personally kept coming back, 
clocking more than 300 hours of game time. Its a great 
alternative take on the roguelike model, a very acessible 
introdution to newcomers, and it has something to 
offer for anyone who’s willing to play it. JR 




Dungeons of 
Dredmor has 
three DLCs that 
add numerous 
new items, 
monsters 
and classes. 
The first DLC 
was released 
for free, as 
a gift to the 
community. 


An unexpected 
mini-boss can 
suddenly end 
an adventure. 
Or not, if 
you disabled 
permadeath. 


Dredmor offers 
the rare chance 
to play as a 
dual-wielding 
vegan geologist 
pirate with 
mathemagical 
powers and 
communist 
leanings. 


419 











































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Before E.Y.E., the 
developers created 
a Half-Life mod 
called Syndicate 
Black Ops . It was 
released in 2004 
and set in the same 
universe as E.Y.E. 


R eleased in 2011, E.Y.E: Divine Cybermancy is 
the debut of French Streum On Studio. It is an 
ambitious and unique shooter/RPG hybrid, 
which is interesting, considering how shamelessly it 
“borrows influences” from various sources, especially 
from pulp fiction like Warhammer 40k , Shadowrun , 
Lovecraftian horror and other video games. 

The game takes place in an amalgam of various 
settings that you might recognise immediately - a 
dystopian future where humanity is ruled by feuding 
megacorps, where contact has been made with 
hostile aliens, and where the world is threatened 
by the coming of the “metastreumonic force”, a 
mysterious throng of beasts spawned from psionics 
and nightmares. The player is a member of the titular 
E.Y.E - an organisation of psionic cybercommando 
warrior-monks. But E.Y.E is no exception to the rest 
of the world - its once brotherly factions of Jian Shang 
Di and Culter Dei are now at each others throats. 

E.Y.E is a game about many things, but it is 
primarily about confusion, chaos and betrayal. Make 
no mistake, the paragraph above shows just about the 
only things you can be certain of (or can you?) when 
it comes to the games narrative. 


Events that will make you question the entire 
game start happening very soon, and accompany you 
all the way to the “end”. The atmosphere crafted in 
this game is superb, and it takes you on a true roller¬ 
coaster of emotions and sensations. This is achieved 
thanks to the mix of the mundane and the mystical. 

On one hand, you have typical special ops missions 
that require you to infiltrate various places, perform false 
flag operations, etc. But on the other, everything is coated 
with a layer of esotericism - unexplainable events take 
place, your character suffers repeated bouts of amnesia, 
delusion and insanity. As you keep playing, you realise 
you simply have no one to trust, not even yourself, and 
the game laughs in your face every time you think you 
finally understood it. 

All these aspects also contribute a lot to another 
of E. Y.E’s highlights - the non-linearity. There are a 
few moments where you need to take sides and make 
decisions that influence the rest of the campaign. This 
adds tons of replayability, but also further enforces 
your paranoia. Do I betray the guy that is probably 
betraying me as we speak for the other faction that 
is shady as hell? Or maybe I should choose the third 
dude who’s been acting suspiciously since the start! 



The visuals vary between cyberpunk dystopias, The character-building options are vast, including skills, 

cryptic dreamscapes and windswept wastelands. implants, psi powers and even a research system. 


420 















"We believe the role from the 
developers is not necessarily to 
please the player, nor to simplify 
the games. Doing that might drive 
to what is more and more frequent: 
a standardisation of the market. 

And in E.Y.E it is essential for the 
dramatic tension to let the player 
assume his own choices." 

- Streum-on-Studio 



Nothing is certain 
in E.Y.E., the weird 
dialogues and 
unusual narrative 
will keep you 
second-guessing 
the whole game, 
and there are 
multiple endings 
to uncover. 


As for mechanics, E.Y.E manages to be both a 
solid shooter and an RPG, which is an impressive feat. 
It gives you plenty of guns that really feel like proper 
guns, have various ups and downs, traits, recoil, 
hitbox-varied damage, etc, including a 4-bullet hand 
cannon and a miniature nuke launcher. 

You can also use melee weapons and grenades, 
set up turrets and grab a gun drone to follow you 
around. The enemies obviously respond in kind, 
rushing you en masse, sniping from afar or using 
some seriously heavy ordnance like plasma cannons 
and gunships. 

The neat thing is that you can also toggle the 
difficulty to your liking with sliders for the AIs 
accuracy, reflexes, etc. From the RPG side, you have a 
lot of customisation available to you. Apart from guns, 
you can also get a whole lot of psionic powers, cyber 
augmentations and stat boosts, which are bought or 
acquired from research and XP. You can also hack 
everything (or everyone) you encounter in different 
ways - destroy, leech stamina or even take control. 
Just be careful you don’t get counter-hacked. 

The differences between playing a melee beast, 
a sharpshooter or a psyker are also fairly big and 
support different playstyles well. 



The hacking mini-game has you selecting actions to 
invade an Al that can - and will - hack you back. 


The technical side is also an important contributor 
to the overall atmosphere. E.Y.E is running on the 
dated Source Engine, but the developers still managed 
to squeeze a lot of juice out of it, mostly thanks to 
the art direction. The environments are fairly varied, 
including futuristic cyberpunk cities, red dunes of 
Mars, mysterious ruins and Asian-inspired temples. 

Finally - and this is a funny point - E.Y.E 
has been infamous since its release because of its 
downright terrible translation. Indeed, the dialogues 
and flavour texts have some seriously broken grammar 
and bizarre choices of vocabulary, and are generally 
confusing, although not to the point to make the 
game unplayable. Interestingly enough, this botched 
translation actually contributes a lot to the overall 
feeling of estrangement, as the oneiric atmosphere 
is only further strengthened when every character 
sounds either like a mystical sensei or a raving lunatic. 

E.Y.E is a very cool game, and one that I can 
recommend wholeheartedly. It takes a while to get 
used to, sometimes can be crushingly difficult, and 
you’ll wonder what the hell is going on all the time, 
but the ride is definitely worth it, and it can also be 
played in co-op if you want to get confused with some 
buddies. Just make sure you patch it properly. DR 



Some of E.Y.E.'s inspirations are a little less subtle 
than the others, such as this "cybernetic demon". 


421 










a 

m 


co 

o 


to 


Initially 
there were 
no plans for a 
PC port, but 
fans created 
an online 
petition and 
gathered more 
than 93,000 
signatures, 
surprising the 
developers. 


The eccentric 
NPCs in Dork 
Souls present 
an organic style 
of side-quests, 
as their stories 
progressing as 
you play, shaped 
by your actions. 



T o talk about Dark Souls , one has to first talk 
about Demons Souls. An Action-RPG released 
on PlayStation 3 to little initial fanfare (to the 
point of being passed over by Sony for localisation, , a 
decision they later came to regret) it gradually acquired 
a cult following. There are many reasons for its appeal, 
but the most often cited ones are its unforgiving but fair 
difficulty, methodical and balanced battle system, smart 
level design, well-realised starkly gothic setting, and 
unique, entirely novel asynchronous and synchronous 
multiplayer features. 

Dark Souls builds upon this foundation, adding 
a seamlessly traversable, interconnected world with 
even more content and multiplayer opportunities into 
the mix, making Demons Souls feel like a beta test for 
what would become Dark Souls. 

In terms of plot, Dark Souls is minimalistic, and 
it depends upon players piecing together background 
information presented in item descriptions and 
environmental clues to fully understand its lore. It 
takes place in a universe where many humans are 
cursed with the “Darksign”, forcing them to wander 
the earth for eternity, reviving after each death, slowly 
losing their humanity. Players are cast into the role of 
the “Chosen Undead”, and must end this curse. 



Over the course of this endeavour, they’ll 
interact with eclectic - and often eccentric - NPCs, 
many of which are involved in their own quests. Like 
the main story of the game, most of these side-quests 
and their outcomes are not immediately obvious, and 
need to be discovered. In fact it could well be the case 
that anyone playing the game for the first time and 
without accessing third-party information will not 
even realise that they are happening, and that their 
actions might have changed some outcome. 

Analysing Dark Souls in comparison with other 
RPGs, it falls into the category of classless ARPGs 
with an open story and world structure. While players 
choose a starting class when creating their character, it 
only serves to determine their initial stat distribution, 
as well as starting equipment and spells. Afterwards, 
every character can freely distribute points to various 
stats at level-up, and use any given equipment or spell 
as long as they meet its requirements. 

The mechanics of saving and death are quite 
unique, and linked intrinsically with the game’s 
story. As in Planescape: Torment , you play a character 
who is essentially immortal. However, unlike that 
game there is a strict penalty for death, and saving is 
constant and automatic, meaning you must endure 
every choice you make. Upon death, the game returns 
you to the last bonfire (serving as checkpoints) you 
rested at, and all your Souls (the game’s currency, used 
both to purchase items and to level up) are lost. 

You may retrieve them where you died, but 
dying again while trying to do so will result in them 
disappearing forever. This rather unforgiving system 
has earned the game its reputation for difficulty, 
together with the requirement for careful exploration 
and concentration in every battle, which we will 
discuss next. 


422 





















"I would like players to conquer 
the difficulty and enjoy taking on 
formidable enemies and going back 
and forth in dungeons. The process 
of overcoming the challenge and 
the feeling of accomplishment 
brought by breaking through each 
difficulty is the value we would like 
to offer to them." 

- Hidetoko Miyazaki, 
Dork Souls' director 



Dark Souls' many 
challenges seem 
impossible at 
first, but they 
are all fair and 
surpassable by a 
focused player. 


Battles in Dark Souls are quite a different affair 
compared to most other ARPGs. They don’t at all fit 
with the Diablo clones and their hordes of enemies, 
opting for a smaller number of more dangerous foes. 
Neither are they trying to emulate pure action games 
with their complex systems of combos. Instead, they 
are comparatively slow and thoughtful affairs, where 
careful positioning and choosing your weapons as 
well as the field of battle wisely for each encounter is 
at least as important as having fast reflexes. 

A central component to the system is Stamina, a 
replenishing resource used up when attacking, blocking 
with a shield, evading and casting spells. Managing 
Stamina is essential to being successful in battles. 

Many of the game’s systems are carefully 
designed in order to enhance the situational nature 
of battles - e.g. using a polearm in a confined tunnel 
is inadvisable, as collisions between your weapon and 
level geometry are actually detected. This focus on 
rewarding careful approaches is evident in another 
major strength of the game: its exploration. 

The world and its levels are deeply interwoven, 
filled with secrets, deadly traps, and shortcuts which 
make deeper forays from each bonfire easier. In 
this context, Dark Souls’ asynchronous multiplayer 
features need to be mentioned. 



Almost every equipment piece in Dark Souls is a viable 
choice, allowing for extremely diverse playstyles. 


The game allows players to place messages in the 
form of glowing runes on the ground. These can point 
out hidden paths, treasure, traps, enemies - or they 
can be false and made to lead trusting players to their 
deaths. Similarly, player deaths result in bloodstains 
in other players’ worlds, and can be touched in order 
to see the dying player’s last moments as a phantom. 

On the topic of phantoms, while Dark Souls is a 
fantastic single-player RPG, it also features a multitude 
of popular multiplayer options based on the concept of 
phantoms visiting - or invading - the world of a host 
player, neatly circumventing the plethora of continuity 
or design issues which might occur when trying to fit 
multiplayer into a single-player RPG. 

Dark Souls combination of challenging battles, 
exquisitely designed levels, deadly bosses and punishing 
death mechanics had such influence that it gave birth to 
its own sub-genre, with Dark Souls II (2014), Bloodborne 
(2015), Dark Souls III (2016) and several others that 
followed, such as Lords of the Fallen (2014), Salt and 
Sanctuary (2016), Nioh (2017), etc. It’s a punishing but 
rewarding experience, as all these dangers are almost 
invariably fair and can be mastered - by learning the 
game’s mechanics, carefully studying each environment 
and always proceeding with caution. DU 


In 2018, 

From Software 
released 
Dark Souls 
Remastered 
for PC, PS4, 
Xbox One and 
Switch, adding 
improved 
graphics, frame 
rate and online 
features. 


Mods: 

DSFix: Released the same day as the game’s lousy PC 
port, this mod unlocks the game’s resolution and/or 
frame rate, among other improvements. A must-have. 

Prepare to Die AGAIN: This mod aims to give veteran 
players the excitement and mystery of playing Dark 
Souls for the first time by changing the location of 
enemies, items and bonfires. Great for a replay. 

Hyper-Agressive Enemies: Makes enemies able to see 
you from afar and chase you anywhere. Use it with the 
Self Gravelording mod for the ultimate challenge. 


423 














In 2012, CD 
Projekt released 
The Witcher 2: 
Enhanced Edition. 
It added over 
10GB of new 
content, and was 
a free update for 
those who already 
owned the game. 


The inventory 
was entirely 
redone to better 
fit controllers, 
but feels rather 
awkward when 
using mouse and 
keyboard. 


A sequel to the surprise hit The Witcher (2007), 
Assassins of Kings puts Geralt of Rivia on the 
trail of the eponymous assassins, who just 
killed King Foltest of Temeria, for whom the protago¬ 
nist has been working as a bodyguard after the events 
of the first game. Accused of regicide, Geralt needs 
to seek out the real murderers to prove his innocence 
and, with his usual luck, gets entangled in more than 
one political and military conflict along the way 

The games differences from its predecessor are 
visible at a first glance. It runs on an entirely new en¬ 
gine (called REDengine), developed from scratch by 
CDProjekt RED and was, at the time of its release, 
one of the best-looking games on the market. Sound 
and music follow suit, although the soundtrack by 
Adam Skorupa and Krzysztof Wierzynkiewicz has 
more of a traditional orchestral flair than the folk-in- 
spired bagpipe music of the first game. 

Gamelay-wise, the originals unusual top-down 
view and point-and-click movement are gone - the 
camera is now fixed squarely behind Geralt’s back, 
with his moves controlled by keyboard only, which 
brings the player much closer to the action. There are 
also significantly more cutscenes. 



Most of the systems from The Witcher are still 
present, although simplified or streamlined. Alchemy 
does not require an alcohol base any more, and can 
be performed anywhere, since meditation does 
not require a bonfire any more. Inventory has been 
switched from grid-based to list-based, optimised 
for controllers. New additions include a rudimentary 
stealth mode and Quick-Time Events, both appearing 
a few times in the game. The fist-fighting and dice/ 
poker mini-games mark a return, and a new arm 
wrestling mini-game was also added. 

The character system has been reworked from 
scratch and consists of three separate skill trees, one 
each for sword-fighting, magic (witcher signs), and 
alchemy, with the most powerful skills unlocking 
after certain prerequisites are met. In addition, Geralt 
will find rare items called mutagens, which randomly 
drop from monsters and/or are created as by-products 
of alchemy. These mutagens can then be inserted into 
slots attached to some skills (13 in total, the most in 
the alchemy tree), granting a permanent bonus. 

The game is comparable in size to its 
predecessor, with similar ratios of dialogue to combat 
to exploration. The number of people that Geralt can 
talk to is somewhat reduced, but they are a comparably 
diverse and colourful bunch and usually have more 
to say on average. It is perhaps worth noting that the 
number of casual sex encounters has been reduced, 
as Geralt is now in a more-or-less stable relationship 
with sorceress Triss Merigold. 

Wilderness areas are not as open as in the first 
game and usually resemble a collection of intertwining 
wide corridors. This makes the world seem smaller, 
although Geralt will spend a similar amount of time 
running around it, including some dungeon delving 
into caves, mines and crypts. 


424 







"We really created an ambitious 
game and we didn't want to limit 
our artistic expression. Nudity is 
considered normal in the best TV 
shows nowadays, especially when 
it serves the story - so why should 
gamers be treated like children? 

The sex themes in The Witcher 2 
are deeply rooted in the story, and 
they are not there just to show off." 

- Mociei Szczesnik, 
Lead Combat designer 



Combat has been changed from the mouse-driven 
system of the original game to a more typical Action 
RPG system with a third-person camera. The three 
separate fighting stances are gone, with fast and strong 
attacks instead just mapped to different keys. Geralt still 
uses two swords - steel against normal and silver against 
supernatural opponents - but he can now also throw 
knives for a rudimentary ranged attack. 

Other melee weapons, such as axes, hammers, 
clubs and halberds are available, but, as in the first 
game, much less effective than swords. Defensive 
moves include rolling and blocking, the latter 
consuming vigour, which is also the resource used for 
casting signs - a kind of witcher magic. Signs work 
more or less as before, except for Quen, which now 
creates a magical armour that absorbs damage. 

One of the strongest points of The Witcher 2 is 
the plot, which in my opinion is significantly better 
than the first games. What makes it truly unique is 
the ability to experience the games second chapter 
from one of two distinct perspectives. Depending on 
a choice made in the previous chapter, Geralt will end 
up either in a besieged dwarven fortress town or in 
a military camp of the army laying said siege, with 
both options providing unique quests, storylines and 
points of view for the unfolding events. 



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Witchers are hunters, so being prepared is key. Potions, 
for example, can make you see enemies in dark areas. 


This binary choice gives an incentive to replay 
the game and allows for an additional insight into 
the story and motivations of certain characters, if the 
player plays through both of the paths. 

In all honesty, if you expect a straight follow-up 
to The Witcher , you might not like Assassins of Kings. 
The differences are numerous and affect the game on 
many levels, and there is no question that the sequel 
is mechanically more shallow. On the other hand, 
The Witcher 2 is still a great-looking (and sounding), 
enjoyable Action RPG with great characters and 
a deep, complex plot, just like its predecessor. It is 
simply cut from a different mould. WM 

Mods: 

In 2013, CD Projekt released the REDKit, an editor for 
The Witcher 2. Sadly, few mods were ever finished, most 
being cosmetic changes, but here are two highlights: 

Full Combat Rebalance 2: Mod created by Andrzej 
Kwiatkowski, now a gameplay designer at CD Projekt. 
The mod is huge and includes changes to the games 
balance, tweaks to the combat and new animations. 

Enhanced Mod Compilation: A compilation of minor 
changes that offers quality-of-life improvements, like 
reducing some items weight and adding auto-loot. 



The game is full of choices that impact the story, including 
one that splits the game into two entirely different paths. 


Combat became 
more action- 
oriented, with 
Geralt mixing 
strong and fast 
attacks with the 
occasional (or 
rather frequent) 
dodge roll. 


In May 2011, 
the Polish 
version of 
Playboy 
featured one 
of the game's 
characters, 
Triss Merigold, 
on its cover. 


425 









*Way of the 
Samurai 4 was 
first released in 
2011 in Japan. 
It reached the 
West in 2012, 
but the PC port 
came only in 
2015, released 
by Ghostlight. 


You can 
sometimes talk 
to enemies 
during combat to 
persuade them, 
or use the back 
of your blade to 
knock them out. 


O ften one of the most talked about aspects of 
RPGs is their size and length. Since the 80s, 
magazine ads boasted lines like “30 dungeons”, 
“over 200 monsters” and “dozens of hours of fun”, and the 
trend only got stronger with the rise of gargantuan RPGs 
like the Elder Scrolls or The Witcher series - games that can 
take over 60 hours to beat, with some players enduring 
over a hundred hours in a single playthrough. 

However, keeping a lengthy, epic narrative on 
track is very tricky when the game has to factor in the 
player’s decisions, as many RPGs do. A very common 
solution is for choices to branch out only for a while, 
then quickly tie back into the main narrative. Its what 
games like Mass Effect do - choices are accounted for, 
but even if you are the worst bastard who ever lived 
you’ll still have to do X and Y to save the galaxy. 

Going in direct opposition to this philosophy 
is the Way of the Samurai series. The first game, 
released in 2002 for the PlayStation 2, cast players as 
a wandering ronin who enters a small remote village. 
From there on, everything was up to the player - he 
could get involved in a conflict between local factions, 
try to protect a woman from bandits, kill everyone 
he sees or just casually cross the village and leave, 
“finishing” the game in under five minutes. 



Way of the Samurai 4 was the first game of the 
series released on PC (now also joined by Way of the 
Samurai 3) and it’s arguably the best among them. 
You create a ronin who arrives at the port town 
of Amihama. The game is set in 1855, during the 
Bakumatsu period, when the Shogunate was at its 
end and the Japanese were suffering the incursion 
of foreign warships into their waters - often on 
unfriendly terms. This tension is portrayed in three 
main factions: the Shogunate forces, a visiting British 
ambassador and a group of anti-foreigner extremists. 

As you arrive in town, a fight breaks out between 
the factions, and it’s up to you to pick a side - or 
simply walk away. It’s a game that trades length for 
width; the town is tiny, with just nine small areas, and 
there’s only a handful of key characters to interact 
with. But within this limited setup you can explore 
many possibilities, with entirely different outcomes. 

Maybe you want to side with a faction, only to 
betray it later. Or you’ll devote yourself to helping a 
single character. Perhaps you’re in town just to fight 
in a tournament, or to steal from shops. You can play 
a silent character that refuses to answer any question, 
or draw your blade during conversations and attack. 

Way of the Samurai 4 is a game designed to be 
replayed many times, learning about the characters, 
the world and the consequences of your actions. Your 
money, items, weapons and, better yet, choices will 
carry into your next playthroughs in various ways, 
from store prices to expanding your possibilities. 

For example, your Japanese ronin won’t be able 
to understand most foreigners at first. However, if you 
help build a language school, it will remain there in 
future playthroughs, so your next characters will now 
understand the foreigners - and that will open new 
story possibilities for you to explore. 


426 










"The last game was set during 
the Warring States period in the 
1500s, so we had been aiming for a 
rough, cool feel, but for this one we 
wanted flashy, ostentatious visuals 
and therefore decided to set it at 
the dawn of intercultural exchange. 
[...] we did consider to some degree 
that this era might be appealing 
in the event that the game was 
released overseas." 

- Tetsushi Saito, 
WotS 4's lead designer 



The game plays 
with the culture 
shock between 
Japan and 
the West in a 
humorous and 
often over-the- 
top tone. 


There’s a strong meta-aspect to the game, as each 
time you finish it you’ll gain points to unlock more 
features, like playable female characters, harder difficulty 
settings, new customisation options, and more combat 
choices, such as dual-wielding or using guns. 

Speaking of combat, Way of the Samurai 4 makes 
great use of sword fighting. While you may fight large 
numbers, battles are always one at a time. There’s 
a strong and a fast attack button, plus a block, and 
your attacks change with your directional input, from 
lunges to overhead attacks, depending on your choice 
of fighting style and your character’s mastery of it. 

The trick is that you begin with a plain katana 
and a basic sword fighting style, but you’ll collect 
more weapons and fighting styles as you defeat your 
enemies. There are over 70 styles to unlock, including 
various sword stances, dual-wielding, spears, shinobi 
style and hand-to-hand combat. 

Enemies will always drop the weapons they use, 
and you can equip or disassemble them and use the 
parts to forge a new blade with special properties. Just 
remember to repair them often, as they quickly break. 
There are over a hundred weapons in the game, and 
collecting exotic swords and styles can become a goal 
on its own, as some are well-hidden and others are 
only available on specific difficulty settings. 






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You can disassemble weapons you collect and use them 
to forge entirely new ones, with various special abilities. 


While a regular playthrough is very short, there’s 
a large amount of side-content to explore, from the 
aforementioned weapon and style collecting and post¬ 
game unlockables to various side-quests and “kill X 
number of people” challenges. You can even manage 
a dojo, recruit students and create your own fighting 
style. While most of these are tasks are fun and will 
happen naturally, fully unlocking all the game has to 
offer can be a rather repetitive task. 

What can also be a bit too much is the tone of the 
game. Previous games in the series always had some 
silly Japanese humour and over-the-top characters, 
but here it reaches extreme levels of wackiness, with a 
Lolita-like ambassador, a knight named Megamelons, 
a trio of sadistic sisters who love torture and an absurd 
“night encounter” mini-game where you must sneak 
into your lover’s bed at night. 

Regardless, Way of the Samurai 4 is a fantastic 
game that offers a fun and challenging combat, a cast 
of memorable characters and an incredibly fresh take 
on game design. Replayability and player freedom are 
the key here, and it’s a joy to slowly get to know the 
game’s characters, areas and events like the palm of 
your hand, then disrupt its inner workings - helping, 
rescuing and killing different characters, just to see 
how the game adapts and weaves new stories. FE 


WotS 4's 
excellent 
soundtrack was 
composed by 
Noriyuki Asakura, 
who also worked 
on the popular 
Rurouni Kenshin 
(aka Samurai X) 
anime, set in the 
same period. 




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Your journal displays the various events and paths you've 
gone through, and hints on how to unlock new ones. 


27 









































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*ln 2016 
Bethesda 
released 
Sky rim Special 
Edition, a 
remaster for 
Xbox One and 
PS4.Later 
the game 
also received 
a Nintendo 
Switch port 
and a VR 
version. 



T here is a time early in a child’s life upon which 
they discover a special power that children 
have: the theatre of the mind. It is during this 
time that common objects acquire the most delightful 
properties. A broomstick flies. A trashcan is a shield, 
a twig becomes a sword, and that shrubbery over 
yonder is a forest begging to be explored in search of 
treasure to gather and fiends to banish. 

Yet it is the oddest thing, that as children grow 
into adults they lose this special power. This happens in 
such a quiet, demure way, that most of us never realise 
it’s gone, or even that we ever had it in the first place. 
Skyrim is the kind of game that makes us remember. 

The uncanny valley is in full effect in this 
grandiose epic: the vastness of its open world and the 
density of its vegetation brings into full focus the fact 
that there’s something off about that guy’s face. Or 
that, given enough skill and darkness, a mischievous 
player may very well steal the clothes a character is 
wearing - without her noticing. 

But Bethesda’s grand epic shrugs the uncanny 
valley away with an eye for playfulness and a knack 
for re-awakening that repressed power of imagination 
dwelling somewhere within its players’ skulls. 



Once again you can play in both first- and third-person 
modes, but this time the combat feels a lot more weighty. 


This is first-person action role-playing by the 
numbers, then. Press left to strike, right to block, both 
for a shield bash, or hold for a charge attack. Ranged 
combat is simpler even, while magic simply lets you 
assign a spell to each button. There is a nice heft to 
the clash of sword (or fang!) on shield, and an audible 
tautness to the bowstring, but there is little more to 
combat than sloppy timing. 

Character development, too, feels slightly 
underwhelming. Skyrim uses classic “skill up by 
using” system, and it is well-implemented, but in 
many areas improvement doesn’t seem to translate 
to the screen well enough. On the other hand, there 
are the powerful Dragon Shout spells to acquire by 
exploring the world, and even several talent trees on 
which to invest points. These are hit-and-miss, with 
some very worthwhile and fun abilities to be found, 
and several underwhelming ones. 

It’s all about the world, really. Criticism can fairly 
be levelled at nearly every other aspect of the game - 
the swordplay feels floaty, magic is different flavours of 
projectile combat, crafting is grindy and uninspired, 
the enemies are mostly damage sponges rushing you, 
and those ancient ruins all look strangely alike. 



The interface is slick and allows you to examine objects 
in 3D, but it plays horribly on keyboard and mouse. 


428 











"We give the player a lot of credit, 
we trust him. We give him all these 
tools and we teach him this stuff 
and he's an excellent player-director. 

He wants downtime, he goes to 
town and talks to people. Says he 
wants some challenge - Tm gonna 
fight that dragon I heard about'. It 
becomes much harder to put the 
game down. He is the director of his 
experience." 

- Todd Howard, 

Sky rim lead producer 

And yet, these negatives seem small, pitiful 
even, when standing at the edge of the Throat of the 
World and looking down, past the fog and into the 
green fields west of Whiterun, recognising that small 
outcrop of rocks where you once stumbled into a 
cadre of Redguard assassins. 

The negatives float away when, low on health 
and provisions, you find yourself running for your life 
from a high-level dragon (and asking yourself: “why 
did I install the mod that makes dragons deadlier?!”) 
- and all of a sudden, into the legs of a mountain giant. 
You then make your escape into a nearby cave while 
the two behemoths clash outside - and venture into 
whatever new discovery awaits inside. And there’s 
always something to be discovered. 

Mods: 

Skylll: Absolutely essential, this mod replaces Skyrims 
default interface for one better suited for keyboard and 
mouse, with sortable columns and other cool features. 

Unofficial Skyrim Patch: There’s one of these for each 
expansion, and they provide important bug fixes. 

Skyrim Redone (aka SkyRe): A massive mod that over¬ 
hauls most of the game, altering combat, magic, stats, 
perks, enemies, crafting and much more. 

Alternate Start - Live Another Life: Allows you to skip 
the long introduction and start the game in one of many 
wildly different locations and situations. 

Immersive Creatures: A huge mod that adds over 2,000 
creatures, including new quests and bosses. 

Immersive Weapons and Armour: Adds over 100 new 
weapons and 50 new armour sets, all lore-friendly. 

Climates of Tam riel: Changes the weather and lighting, 
for more atmospheric visuals and darker dungeons. 

Requiem: A hardcore overhaul mod, it changes Skyrim 
into a harsh and more realistic game. For experts only. 


Skyrim is a game of moments, of small random 
occurrences, of carefully orchestrated plans going to 
hell because of stupid NPCs, of moments posing in 
front of breathtaking views, of sitting by the fire, an 
action with no gameplay benefits whatsoever, done 
simply because you feel like hearing that bard sing 
again about how Ulfric is the High King - and in his 
great honour we shall drink and sing. It is this tapestry 
of micro-experiences that breathes life into a player’s 
sojourn onto the icy lands of northern Tamriel. 

Skyrim is not meant to be a simulation, or a 
twitch experience. It is, quite frankly, not even much 
of a role-playing experience - unless you use your 
rediscovered imagination to fill in the blanks. Then, 
it shines like few others. LM 


Deadly Dragons: This mod adds unique dragons to the 
game and makes them smarter and tougher to defeat. 

Enderal - The Shards of Order: Developed by the same 
team who made the excelent Nehrin mod for Oblivion , 
this is an entirely new game created using Skyrims 
engine, with a new world, new levelling system and a 
much heavier focus on storytelling. 

RealVision ENB: ENBs are graphical mods that heavily 
alter the game’s visuals, adding effects such as grain and 
depth of field. There are many, but RealVision is the 
most popular, achieving results such as this: 




Riding a horse 
across the vast 
plains in pursuit 
of a dragon is the 
kind of emergent 
experience that 
Skyrim excels at. 


Skyrim 
had three 
expansions: 
Dawnguard and 
Dragonborn, 
which add 
extra areas 
and content, 
and Hearth fire, 
which adds 
the ability 
to build your 
own house. 


If you want to 
heavily modify 
Skyrim, visit the 
Skyrim Total 
Enhancement 
Project wiki, a 
comprehensive 
modding guide 
available at 
www. wiki, step- 

project.com 


429 















Q) Q) 

2 (Q 
< O 
0 ) 



W hat the hell?” - asks the reader, looking at 
this page. Magical Diary , a visual novel/ 
RPG hybrid - I reply - a game with one of 
the most interesting magic systems ever. 

You’re a girl sent to a magical Hogwarts-like 
school, where you must attend classes, make friends 
and overall survive school life. It’s clearly inspired by 
Princess Maker (1991) and Academagia (2010), but 
with a more light-hearted and accessible presentation. 


Your character has 
four attributes: 
Smart, Strong, Cute 
and Weird. The last 
one is the funniest 
to focus on. 



Using clever 
solutions, like 
teleporting a 
monster away 
instead of fighting 
it, awards you 
school merits. 



Each week you must decide your schedule, 
choosing what magic classes to attend - and eventually 
learn spells. The game features five magic schools, 
each with 12 spells, plus 16 combination spells that 
require a set number of points in two schools. So 
you’re looking at over 70 spells to play with, such as 
Find Spirits, Anti-Magic Field and Stoneshape. 

These can occasionally be used to solve (or cause) 
daily issues, but the dungeons are the real highlight 
here. Once in a while you’ll have to take tests that 
teleport you to a maze and require you to reach the 
exit. The challenges range from a monster hunting you 
to a rival wizard, or just a big chasm to cross. And the 
solutions are all up to you. For example, to escape the 
monster you can kill it with damage spells, teleport it 
elsewhere, teleport yourself to the exit, distract it, scare 
it away, blind it, put it to sleep, turn invisible or even 
simply dig a tunnel across the maze. It’s an extremely 
rich system that really offers you the proper range of 
choices a spellcaster should have, instead of simply 
being a range damage-dealer, shooting fireballs 
everywhere, like in many “real” RPGs. 

The big downside of Magical Diary is how short 
it is. Even slowly reading everything for the first time 
will take you only about five hours, and there’s simply 
not enough room to explore its magical system. Many 
spells only have one use in-game, so you’re likely to 
end without even casting half of your spellbook. And 
sadly, there are only seven dungeons in the game. 

Still, the game is quite replayable. It’s fun to learn 
different spells to try new solutions on the dungeons, 
and the story can go interesting and unexpected 
places depending on how you choose to act. 

Don’t let prejudice put you off; Magical Diary is a 
solid experience that brings a much needed breath of 
fresh air into the genre. FE 


430 








































































W ith the world-threatening invasion of the 
Blight solved by the player in Dragon Age: 
Origins , we now unexpectedly turn our 
sights to the lives of those affected by the war. 

A quick glance at the concept of Dragon Age II 
and you’ll be in awe at how ambitious it is. This is the 
tale of Hawke, a war refugee who just arrived with 
his family at the dark city of Kirkwall, not a penny to 
his name. Over the next years, he will have to find a 
way to survive not an inhuman ancient evil, but the 
worst of humanity itself - greedy slavers, desperate 
thieves, religious zealots and a hateful mage-hunting 
inquisition. To crown it all, the story is told by an 
unreliable narrator: a sleazy companion of Hawke 
under interrogation by a mysterious woman. 

Unfortunately, this bold premise was met with 
BioWare’s demand for a streamlined, fast-paced RPG, 
to be released between Mass Effect 2 and 3. Thus, the 
team reportedly had little more than a year to make 
Dragon Age II; and it shows. While the art style is 
vastly improved, the limited development time led to 
cuts, reused assets and very few locations to explore. 

This wouldn’t be such a big problem, if not for the 
drastic simplification of the game’s systems. Gone are 
elves and dwarfs as playable races, the prestige classes, 
crafting, non-combat skills and even your companion’s 
armour. What’s left is an action-heavy, console-friendly 
combat system that has some interesting ideas, such as 
cross-class combos and friendship/rivalry talents, but it 
still gets repetitive fast - in part because it’s paired with 
poor level and encounter design that just throws wave 
after wave of respawning enemies at the player. 

However, DA2’s true flaw is the execution of its 
story. It spans a decade, showing Hawke’s life alongside 
his family and friends in Kirkwall but, rare intimate 
moments aside, it’s just a generic power fantasy. 


The railroaded plot drags you from set piece to 
set piece in contrived ways and clashes terribly with 
the gameplay. Hawke will summon meteors and slay 
armies during combat - with exaggerated animations 
and huge blood splashes - then endlessly moan about 
“being powerless” during dialogue. DA2 fans will say 
the companions are the game’s saving grace, but while 
Varric and Aveline are well-written, others seem to 
exist only to further the plot or fulfil romantic fantasies. 

To be fair, it’s impressive how much the developers 
delivered in such a short time. Nonetheless, Dragon Age II 
is a repetitive and schizophrenic game that promised to 
revolutionise RPG storytelling with a personal tale about 
coexistence, only to deliver yet another pandering tale 
about saving the world and romancing everyone. FE 




Dragon Age II 
got four story 
DLCs, which 
added three new 
companions. An 
expansion called 
Exalted March 
was planned, 
providing closure 
on Hawke's story, 
but was later 
cancelled. 


The dialogue 
wheel is similar 
to Mass Effect, 
but introduces 
a Humorous 
attitude, besides 
Diplomatic and 
Aggressive. 


DA2 is entirely 
set in the city 
of Kirkwall and 
its immediate 
surrounding areas. 
Although it spans 
several years, its 
locations barely 
change. 


431 













Augmentations 
empower your 
playstyle, allowing 
you to move 
heavy objects, 
hack computers, 
see through 
walls, persuade 
NPCs, and so on. 


D eus Ex: Human Revolution had a lot of things 
going against it. It was the first game developed 
by Eidos Montreal, and none of its developers 
had worked on a Deus Ex before. Invisible War (2003), 
though well-received by critics and commercially 
successful, was a heavily streamlined sequel poorly 
received by fans. When HR was announced by Square 
Enix, many expected the same outcome or worse. 

The new developers, however, loved the original 
and wanted to stay faithful to its design, which proved 
to be a remarkable challenge. The first two years of 
development were focused on prototypes, as the team 
struggled to find the Deus Ex gameplay they wanted. 
Once found, the team ended up with roughly only two 
years to make the full game. This did cause issues, but it 
also makes its accomplishments look more impressive. 

The team also wanted to preserve the series’ story, 
so they made HR a prequel set in 2027,25 years before 
the first game. The protagonist is Adam Jensen, chief 
of security at Sarif Industries, an advanced biotech 
company. After an attack at Sarif s HQ in Detroit 
by a group of mercenaries, Jensen suffers near-fatal 
wounds. The company then saves Jensen with the most 
advanced augmentations available, making him one of 
the most heavily augmented humans at the time. 



One of the narratives main influences is the 
myth of Icarus, featured in some of the trailers and 
the beautiful theme song. It’s a theme seen in both 
DX1 and HR , along with conspiracy theories, mega¬ 
corporations, surveillance, liberty, technological 
progress affecting social classes, and others. The 
story suffers from a rushed ending, but its numerous 
themes are well-explored, and the side-missions do a 
good job fleshing out the setting. 

Human Revolutions s gameplay follows the 
series’ pillars: a versatile combination of FPS combat, 
stealth, exploration and social interaction, albeit with 
a different execution. The level design also follows 
similar principles, but areas are less open-ended in 
favour of more detailed environments. A surprisingly 
good hacking mini-game was added and plays an 
important role, while the new dialogue system makes 
conversations play out like a puzzle. 

Combat as a whole is improved as well, but some 
mechanics can make it a bit too easy, mainly the cover 
system, takedowns, and the XP system. The game is 
played in a first-person view, but entering cover switches 
it to a third-person camera, allowing players to peek 
around corners and see what’s behind them. It’s an 
optional tool, but many areas were designed around it, 
so some may find it awkward to avoid using it. 

The takedown is the game’s only melee attack. 
Available in lethal and non-lethal forms, it quickly 
neutralises any non-boss target (or two, with an 
upgrade) in a single attack, during which you cannot be 
detected or harmed. The game plays fine without it, so 
players wanting more challenge can ignore it entirely. 

The game offers experience rewards for finishing 
a mission completely undetected and without raising 
alarms, but other rewards don’t feel so appropriate. 


432 













Initially it was also very tough to 
convince the team to be totally on 
board, because you would have to 
go to them and say things like, "OK, 
you have to work on this piece for the 
next two months, and and only 30% 
of players are going to see that'. Most 
games have the philosophy of 'if we 
spend money and time on something, 
all players must see that'." 

- Jeon-Francois Dugas, 
Deus Ex: Human Revolution's director 



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For example, hacking always gives XP, but using 
passwords you found doesn’t. It’s not a major issue, 
as you’ll earn enough experience no matter how you 
play, but the game clearly favours specific playstyles 
and approaches. Similarly, HR’ s most infamous flaw 
is its boss fights. Due to time constraints, they were 
outsourced to a different studio, and the result feels as 
out of place as it sounds. The player is forced to fight 
bullet-sponge enemies in small, closed areas, contrary 
to all other missions in the game. 

Luckily, the game received a Director’s Cut in 
2013, which added stealth and hacking options to 
allow for more playstyles. It also added an extensive 
director’s commentary and Making Of documentary, 
plus as all the DLCs and slightly improved graphics. 

Speaking of which, the game’s aesthetic, heavily 
inspired by cyberpunk themes and the Renaissance, 
is perhaps its most memorable quality. These themes 
are strongly reflected in the character designs and 
environmental storytelling. The stark contrasts, 
mainly between gold and black, often resemble a 
chiaroscuro approach that sets a unique atmosphere. 

The ever-present yellow filter was divisive, but 
was toned down in the Director’s Cut. Overall it’s 
an area where the game truly shines, and Michael 
McCann’s excellent score makes it all even better. 



Like in the original Deus Ex, the inventory is quite limited, 
forcing you to carefully choose which items to bring along. 


Judged by itself, Deus Ex: Human Revolution is 
one of the best AAA RPGs from the last decade. As a 
Deus Ex prequel, it falls short of the first game in some 
areas, but comes remarkably close. It is a rare triumph 
among its contemporaries. A lesson that a modern 
AAA reboot, despite being made by a new studio with 
none of the original creators, can find success and its 
own identity while staying faithful to its roots. 

The same cannot be said about Mankind Divided , 
HR’s direct sequel, released in 2016. The graphics are 
prettier, hacking is more fun, and the hub area in 
Prague is very nice, but it’s worse than its predecessor 
at just about everything else. 

The level design is way too simple, the story feels 
like it was cut in half (possibly because Square Enix 
had plans for a trilogy), the writing has a lot more 
exposition, and the game as a whole is way too easy. 
To make it worse, they added micro-transactions to 
the campaign and a tacked-on multiplayer mode. 

Deus Ex: Human Revolution was a best-seller 
and won several Game of the Year awards. Mankind 
Divided was well-received by critics, but it didn’t go 
down well with the public, resulting in underwhelming 
sales. Much like Invisible War , it did enough damage 
that the franchise was put on hold by Square Enix, 
tragically taking Deus Ex back into the fridge. FAX 



Mankind Divided includes a gorgeous and quite immersive 
recreation of Prague, but the rest of the game is uninspired. 


Some dialogues 
are like a puzzle, 
where you must 
convince other 
characters to 
help you by 
observing their 
personalities. 


433 













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In addition to 
difficulty levels. 
Mass Effect 3 
features the 
"Action" and 
"Story" modes. 
The former 
changes 
dialogues into 
cinematics, 
while the latter 
makes combat 
extremely easy. 


The character 
system remains 
similar to that of 
Mass Effect 2, but 
now most powers 
can branch into 
two different 
playstyles. 



S treamlining the original Mass Effect's gameplay 
systems allowed its sequel to reach much higher 
commercial and critical success, so it was only 
natural for the third game to follow the same path, 
which is exactly what happened. 

Mass Effect 3 is a very iterative addition to the 
series, focusing on new content, polish and refinement 
in certain aspects. It even introduces a fresh batch 
of lore inconsistencies to supplement those already 
present in ME2, and is equally shameless about this. 

The story follows directly from Mass Effect 2 s 
final DLC (Arrival), with Commander Shepard 
grounded on Earth (having apparently returned to 
active duty in System Alliance after his/her Spectre and 
Cerberus episodes) and facing a hearing regarding the 
warnings of an imminent Reaper invasion - which the 
government still doubts is a threat or even exists! 

Reapers show an ironic sense of humour and 
invade at this exact moment, forcing our hero to jump 
straight into action and once again travel across the 
galaxy in search of a way to defeat the enemy, as well 
as gathering allies and resources for a counter-attack. 

As usual, Shepard is aided in this task by a team of 
trustworthy companions, who are a mix of old friends 
returning from previous games and a few new faces. 



While there are way fewer squad-mates than in 
ME2 , they offer many skills to choose from and match 
to your personal tastes. Almost all companions are 
potential ‘love interests’, to the point where it seems this 
feature was a priority when deciding on the cast. Sadly, 
there’s no Krogan party member this time. 

Being the trilogy’s finale, Mass Effect 3 offers 
resolutions and follow-ups to various story arcs from 
previous games. Some of them are an impressive display 
of storytelling and attention to player choice, while 
others are somewhat lacklustre, with near-identical 
replacement characters showing up to take the place 
of those who did not survive. Still, the sheer amount 
of effort put into creating a coherent player-affected 
narrative between the three games warrants respect. 

However, it’s impossible to defend some plot 
points, especially Cerberus’ ridiculous omnipresence 
and Shepard’s unexplainable plan to stop the Reapers. 
The contrivances felt in ME2 are back in force, as the 
game often ignores previously established concepts or 
forces players to helplessly watch certain events. 

Gameplay-wise, Mass Effect 3 is basically the 
same as ME2, but more polished in every way. The 
action part feels better than ever with gunplay easily 
on par with contemporary shooters and a variety of 
characters’ abilities introducing another layer to the 
combat dynamic. All the classes have been changed 
and rebalanced, encouraging players to try out new 
builds and allowing for vastly different playstyles. 

In addition, Shepard is now much less restricted 
when it comes to loadout, as every class is able to use 
every weapon. Weapons can also be customised by 
modifying them with various components, such as 
extended magazines or accuracy-improving scopes. 
These welcome changes allow for some very interesting 
and fun combinations of guns and abilities. 


434 









"Moss Effect has been a 
shared experience between the 
development team and our fans 
- not just a shared experience in 
playing the games, but in designing 
and developing them. An outpouring 
of love for Garrus and Tali led to their 
inclusion as love interests in ME2. 

A request for deeper RPG systems led 
to key design changes in ME3." 

- Cosev Hudson, 
Moss Effect series' executive producer 



Enemies now 
have several 
abilities and will 
throw grenades, 
deploy turrets, 
use shields, buff 
allies and pilot 
mechs-which 
you can steal for 
yourself. 


Level design is a noticeable improvement over 
the linear corridors of ME2. There are more open 
spaces, alternative paths and optional branches, which 
usually net a loot cache or additional story elements 
like datalogs (though the hacking and bypass mini¬ 
game were entirely removed). Sets of chest-high walls 
and crates are also less obvious this time, so you are 
not immediately alerted of an incoming firefight. 

All this makes the “walking around” experience 
more enjoyable, not just a downtime between combat 
and dialogue. Environments are visually impressive, 
with some truly awe-inspiring backgrounds, from 
beautiful alien cities to war-torn battlefields. 

Audio layer is worth mentioning too, with music 
created by several composers, led by Hollywood 
veteran Clint Mansell, and sound design rewarding 
playing the game with good audio setups. Voice 
acting is also superb, as per series tradition. 

ME3 caused a certain controversy on launch, due 
to one important squad member being locked behind 
a “Day 1” DLC (From Ashes), which is (to this day) not 
included with the base version of the game. Fans of the 
series will definitely want to play the third game with 
this and other DLCs, especially the final one (Citadel), 
which serves as a send-off for Shepard and will cause a 
surge of memories from previous games. 



Weapon mods are back, and you can now customise your 
loadout, restricted only by the weight limit of each class. 


ME3 also adds separate multiplayer missions, 
tied to the in-game galactic war. By playing these 
missions (or the Mass Effect: Infiltrator game for iOS), 
players earn additional “war assets” that are used in 
the single-player campaign, influencing its outcome. 

Regardless, the games - and therefore the whole 
trilogy’s - ending(s) were deemed unsatisfactory 
by many and led to an online uproar. Bio Ware later 
released a free DLC (Extended Cut) addressing these 
concerns, but some fans still consider it a letdown. 

The Mass Effect trilogy stands as a landmark. 
While some will always be disappointed by the 
(many) unfulfilled promises, its successful blend of 
cinematic Action RPGs with strong squad member 
relationship elements ensured the direction of future 
Bio Ware games - and of many other RPGs. MS 

Mods: 

Expanded Galaxy Mod: Adds new features, events, 
items and several extra missions across the galaxy. 

ME3Recalibrated: An unofficial patch, it addresses 
many bugs, as well as some lore inconsistencies. 

MEHEM: Gives the game a different, happier ending. 

A Lot of Textures: A large pack with new HD textures. 



The endings change depending on how many war assets 
you gathered, either in missions or in the multiplayer. 


After only 
featuring a 
male Shepard 
in ME1 and 
2's cover and 
promo material, 
BioWare held a 
vote to choose 
the official 
female Shepard. 
She was voted 
a redhead by 
19k fans, and so 
ME3's box came 
with a two-sided 
cover art-one 
male, another 
female. 


435 












Tales of 
Maj'Eyal is 
open-source 
and freely 
available for 
download, but 
it's also for 
sale on Steam 
and GOG, with 
its two recent 
expansions 
requiring a 
donation or 
purchase. 


There are six 
main stats and 
each class has its 
own unique skill 
trees, but extra 
skills (even from 
other classes) 
can be unlocked 
by performing 
special quests. 



Nicolas "DarkGod" Casalini, 2012 
Windows, Mac and Linux 


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S ince I first heard about roguelikes, I’ve always 
wanted to love them. The concept of highly 
complex RPGs with infinite randomly generated 
adventures was exciting, but I never felt fully satisfied 
by playing ADOM, NetHack, Angband, Brogue and 
other classic roguelikes. Something was missing. 

More than nice graphics or a friendly interface, 
I missed a sense of place - all those carefully hand- 
placed details that give a special quality to dungeons, 
towns, quests and NPCs - that offer interesting goals 
and tease cleverly hidden secrets for players to pursue. 

Luckily, I found all that I wanted in Tales of Maj’Eyal. 
Also know as ToME4 , its development began back in 
1998 as Tales of Middle-Earth (or ToMEl). A variant 
of the classic roguelike Angband , it was constantly 
expanded for over a decade until 2012, when the 
team decided to release a fourth major version that 
replaced the Tolkien-based setting for an original one 
and changed the name to Tales of Maj’Eyal. 

From a quick glance one can already see several 
differences from traditional roguelikes - instead of 
ASCII graphics, ToME uses charming 2D graphics 
and an accessible, mouse-driven interface. However, 
the biggest difference is how it blends the roguelike 
formula with more traditional CRPG bits, becoming 
an “RPG/Roguelike hybrid”, if that makes sense. 



For example, there’s still permadeath, but you 
can disable it or play in ‘Adventure mode”, where you 
can die a few times before your character is erased. 

ToME also makes selective use of randomness. 
Its world map, towns, NPCs and quests are fixed, 
allowing for a quality far beyond that of traditional 
roguelikes. It even offers choices and consequences: 
there’s a faction that hates magic due to past events and 
will attack magic-users on sight - but also share secret 
anti-magic techniques if your character renounces 
magic forever. Another option is to ally yourself with 
renegade mages and destroy said faction. 

Dungeons blend random layouts, enemies and 
treasures with fixed themes, key rooms and bosses. 
This gives them a lot of personality - you’ll follow 
giant sandworms as they dig tunnels, battle in space, 
free slaves, dive underwater, race against time, etc. 

Another unusual mechanic is how most races and 
classes have unique starting points and quests, but must 
be unlocked first. Say you start as a Dwarf Berserker - 
you’ll begin your adventures in the Dwarven kingdom, 
learn about their culture, do some race and class-specific 
quests then venture into the world map. If you’re lucky, 
by the time you die you’ll have done something special 
and unlocked a new race or class, and can now, for 
example, play as an Elven Archmage, which starts in a 
different area with different quests. 

The game currently has 16 races and 35 classes, 
offering several widely different playstyles. Each 
class has a set of skill trees that slowly unlocks as you 
level up, providing direct damage skills and passive 
bonuses, but there’s also many “utility” abilities: 
teleporting, redirecting damage, raising walls, magic 
shields, etc. Instead of random potions and scrolls, 
you’re given a clearly defined set of versatile tools and 
must manage their resources and cooldowns wisely. 


436 
















"To me, accessible means that 
any player should be able to start 
the game and feel at home as fast 
as possible. In this day and age, 
this means having mouse control, 
tooltips, hotkeys and so on. The user 
should never have to fight the Ul, 
it's the Ul that should adapt. But 
behind the simple Ul is hidden a 
beast. I tend to describe ToME as a 
tactical RPG roguelike[...]" 

- Nicolas j DarkGod" Cosalini, 

Tales of Maj'EyaTs creator 



The main towns 
and dungeons 
are always in the 
same place on 
the world map, 
but there are 
random optional 
areas and 
roaming parties 
of N PCs. 


This gives ToME a very rare quality which I 
love: true power comes not from big numbers, but 
from versatility. A Chronomancer can split time, test 
multiple tactics for a few turns and then choose the 
timeline that worked better; a Doombringer can take 
an enemy with him into a demonic plane to duel; a 
Necromancer can perform a dark ritual to turn into a 
Lich and avoid (perma)death once, and so on. 

Its a game that’s always challenging (partly due 
to enemies level-scaling up), but building a good mix 
of abilities and equipment that can provide tactical 
options is far more important than min-maxing stats. 

If unlocking new classes/races, trying new quest 
solutions and following the main story isn’t enough 
to keep you motivated, ToME also offers over 1,700 
achievements to pursue and special online events - 
you might be happily playing when a developer comes 
online and opens a portal to a mysterious plane! 


The game is still in constant development, with 
new features and expansions being introduced. Ashes 
ofUrh’Rok (2014) and Forbidden Cults (2018) added 
more content to the main campaign, but the real 
attraction is Embers of Rage (2016), which adds an 
entirely new campaign where you play as Ores and 
their allies, using technology like pistols and steam- 
powered saw-blades, as well as a new crafting system. 

ToME also has an Infinite Dungeon mode and an 
Arena mode for those who care more about fighting, 
so you can see why it’s a game I’ve spent hundreds of 
hours playing - and will still keep playing. 

If classic roguelikes never felt satisfying for you, 
or even if you’re a long-time veteran, I recommend 
trying Tales of MafEyal. You can get the basic version 
for free on the official website, but this is a game that 
has more content, creativity and passion than most 
big-budget RPGs out there. Don’t miss it. FE 


There are several 
fan-made add-ons 
for download at 
ToME's website 
and on Steam 
Workshop, adding 
new races, classes, 
Ul improvements 
and translations 
into Chinese 
and Japanese. 



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tactical roguelike, 
that gives players 
many versatile 
abilities, plenty 
of information 
and tests them 
against all sorts of 
challenges - both 
random and fixed. 


437 























In January 
2014, a live- 
action web 
series based 
on Legend of 
Grim rock was 
funded on 
Kickstarter, 
made by the 
same team 
responsible 
for Nuka 
Break. Sadly, 
the project 
was never 
concluded. 



W hen the indie game scene took off in 2008, 
I was hoping that some of the abandoned 
game genres from yesteryear might make 
a comeback. To my surprise, a group of Finns were 
thinking just that and made Legend of Grimrock , a 
game that honours the real-time grid-based dungeon 
crawlers (aka blobbers) from back in the day 

In terms of game design and UI mechanics, 
Grimrock picks up exactly where games like Stonekeep 
and Anvil of Dawn left off in the mid-90s, and then adds 
some new tricks of its own. The de facto standards of 
a full-screen view, minimal UI, inbuilt automap and 
easy inventory management are all present, but then 
todays standards of graphics and sound are added. 
Realistic lights and shadows, full animations for the 
monsters and even a Freelook view. 

For someone like me who grew up playing many 
of the predecessors to Grimrock , this felt like an old 
dream coming true: playing an archaic game genre 
with modern-day luxuries. 

The plot is simple and non-intrusive: your party 
is comprised of convicts that are thrown into the 
eponymous mountain-prison with the promise that 
your escape will grant you amnesty for your crimes. 



While not a very difficult game, Grimrock makes clever 
use of enemies and traps to create elaborate puzzles. 


A voice that speaks in your dreams urges you to 
come find it at the bottom of the mountain, and you’ll 
soon find journal pages of an adventurer that came 
before you. For once the world doesn’t need saving, 
it’s just a personal quest for freedom through a well- 
crafted dungeon filled with puzzles and monsters. 

The game goes for the classical “four party 
members” approach, but its bare-bones character 
creation system is somewhat disappointing. With 
only four races and three classes, three of the races are 
custom-tailored towards each of the classes and then 
humans are thrown in as all-rounders. 

Further customisation is gained through the 
skill system, where there are plenty of skills to learn 
but not enough skill points to go round. As a result, 
Fighters will have to choose a preferred weapon 
and Mages must pick a preferred school of magic. 
Obviously they could have done better with both 
systems, but it works as is. 

Another valid point of criticism is the interface. 
Its minimal approach is a good thing, but its tiny size 
leads to many unwanted misclicks, especially with 
the keypad-esque spell interface, where players must 
input specific rune combinations to cast spells. 



There's a secret mode where you can enter the dungeon 
alone as Toorun, a unique all-round character. 


438 














"We feel that puzzles and also 
party-based gameplay to some 
extent are lacking in modern RPGs, 
and this is one of the factors that led 
to the development of Grimrock. 

But, more importantly, we are huge 
fans of the genre and can't bear 
that these types of awesome games 
are not made anymore. So, clearly 
somebody had to step in and do 
something." 

- Petri Hakkinen, 
Almost Human co-founder 



Mages not only 
have to spend 
skill points to 
master the 
various schools 
of magic, but also 
need to know the 
correct rune 
input, usually 
found in scrolls. 


One problem that has plagued games of this 
ilk from the beginning is how easy it is to trivialise 
combat with the so-called “combat mambo”. Attack a 
monster, then quickly sidestep and turn to face where 
the monster will move. Repeat until it dies. 

Past games tried various monster AI routines, 
which Grimrock also does but then goes one further 
and subtly builds the levels around the monsters 
strengths, giving them the home-field advantage. 

The game feels lonely at times as there is no 
one around to talk to, but this benefits the overall 
atmosphere as the sense of isolation adds an element 
of survival to the game, making players rely more on 
their supplies and the games crafting system. 

Legend of Grimrock turned out to be a surprise 
hit, selling nearly one million units and paying for its 
development in less than a week. A sequel was there¬ 
fore inevitable, and Legend of Grimrock II roared onto 
the scene in 2014. Instead of a mountain prison, the 
party is now stranded on a remote island, allowing for 
non-linear exploration in every direction. 

The sequel is superior to the original in almost 
every sense, adding underwater areas, boss battles, 
smarter monsters and a stronger emphasis on vertical 
movement... and yet it somehow failed to rival the 
impact (and sales) of the first game. 



The second game is set on a remote island, offering a huge 
non-linear dungeon crawler surrounded by gorgeous vistas. 


The Grimrock games are first and foremost an 
homage to a school of game design that is considered 
outdated, but clearly not unwanted. Already, several 
games have tried to cash in on their success by riding 
in its wake, but so far none of them have matched 
it. It’s not often that one game can revive an entire 
gaming sub-genre, but that’s exactly what Legend of 
Grimrock did. AV 

Fan-Made Dungeons: 

One of Grimrock’ s high points is the dungeon editor. 

As grid-based dungeons are easy to plan and build, 
there have been plenty of fan-made dungeons made, 
especially for the first game. Here are some highlights: 

The Master Quest: The first games campaign with 
extra content. Works very well and is highly enjoyable. 

Mines of Malan Vael: A short dungeon with a new 
mine tileset. Find out why all the workers in a mine 
have disappeared. 

The Master Key: A dungeon that’s heavily inspired by 
Dungeon Master, a nice mixture of puzzles and combat. 
The author also did a dungeon based on Chaos Strikes 
Back , but it’s not as enjoyable as this one. 

The Forbidden Halls: Your party discovers some 
abandoned halls and decides to explore them. 

It features some odd and annoying additions, 
but overall it’s quite enjoyable. 



The level editor is easy to understand and provides 
a great deal of freedom when in able hands. 


439 














70 

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Alongside 
Amalur, 38 
Studios were 
developing an 
MMO set in the 
same setting. 

The game 
had been in 
development 
for six years, 
but, after the 
company went 
bankrupt. Curt 
Schilling said 
the game simply 
"wasn't fun". 


Amalur is very 
reminiscent of 
Fable, especially 
in the art style. 
But the camera 
has a narrow FOV 
and tilts down, 
focusing more on 
the floor than on 
the environment. 



I n the current low-risk, heavily consolidated AAA 
development scenario, its becoming increasingly 
rare for companies to invest in new IPs. Small 
projects aside, nowadays most AAA titles are sequels, 
reboots, spin-offs or spiritual successors. 

As such, Kingdoms of Amalur: Reckoning took 
the world by surprise. Not only was it an original 
IP, but it was helmed by a dream team: Ken Rolston 
(lead designer on Morrowind and Oblivion ), Todd 
McFarlane (founder of Image Comics and creator of 
Spawn) and R.A. Salvatore, the best-selling fantasy 
author famous for his Drizzt Do’Urden novels. 

Behind this ambitious super-project was retired 
baseball player Curt Schilling, who founded his own 
game development company (38 Studios), purchased 
Big Huge Games from THQ and then secured a loan 
of 75 million dollars from the US state of Rhode 
Island to develop Amalur and a tie-in MMORPG. 

With R.A. Salvatore creating an original setting 
and McFarlane directing the art style, Rolston set 
out to create a new brand of open-world RPG. He 
envisioned a game that offered Bethesda’s expansive 
worlds, Bio Wares narratives and Blizzards addictive 
progression systems, but focused on fast-paced action 
combat inspired by games like God of War. 



The game begins with your character dead. Then 
he/she gets better. This rather Planescape: Torment- ish 
event removes you from the Wheel of Fate and allows 
you to interfere with other peoples destiny. But don’t 
expect deep philosophical dilemmas - you basically 
can kill people before they were fated to die. 

To do so, Amalur offers a variety of weapons, 
spells and skills, divided into three classic archetypes 
- Might, Finesse and Sorcery. Every level-up, you get 
three points to spend on the archetypal skill trees. 
You can mix them however you wish, and the game 
reacts to that by unlocking “destiny” bonuses you can 
equip. For example, investing six points in Might and 
six points in Sorcery gives you the Guardian destiny, 
which boosts defense and converts damage into mana. 

Combat is really the meat of the game, and it’s 
a satisfying blend of arcade action and RPG. You 
equip two weapons at once, each assigned to a button 
(a controller is advised), and you can freely mix their 
attacks. The nine weapon types all play very differently 
and there are several moves at your disposal - dodges, 
parries, timed blocks, 3-hit combos, charge attacks, 
delayed attacks, damage spells, sustained buff, traps, 
summons, etc... You can also sneak and backstab 
unsuspecting foes, though it isn’t often useful. 

The enemy variety isn’t big, but they all have very 
distinct moves and skills. And, to seal the deal, Amalur 
uses a Diablo- like loot system, with random items of 
several qualities, legendary unique, item sets, gems 
and even a salvage and crafting system. It isn’t deep, as 
the item bonus lack diversity, but it’s addictive. 

Sadly, the game’s balance is severely lacking. 
Combat is a cakewalk unless you play on Hard, and 
even then the respawning monsters and huge amount 
of side-quests means you’ll eventually become too 
powerful and breeze through it. A shame, really. 


440 






"A good RPG has four aspects - 
exploration, narrative, advancement 
and then combat. And, as it turns 
out for the first three things, people 
have been doing a pretty good 
job with them. But the combat... 
we really just haven't been asking 
enough of ourselves with that 
and haven't really known what 
an alternative would be. So, we 
decided; the world needs an RPG 
with good immersive combat." 

- Ken Rolston, 
Amolur's design director 



Choices you 
make can unlock 
unique "destiny" 
bonuses, but 
both the dialogue 
system and the 
rare use of the 
persuasion 
skill are very 
simplistic. 


Even though unbalanced, Amalurs combat is fun 
and the progression system is solid. What doomed it was 
the decision to favour quantity over quality, delivering a 
200-hour RPG that plays like a single-player MMO. 

Amalurs world is massive, packed full with quests. 
But, while you can go almost anywhere from the start, 
it feels railroaded and limited. You cant jump, areas are 
surrounded by jarring walls, dungeons are linear and 
quests are very simplistic, lacking any sense of scale. 
For example, you’re sent to find the Theatre of Fate - a 
legendary place most people don’t even believe exists -, 
yet all you really do is exit town and follow a short road, 
guided by the all-knowing quest compass. 

The NPCs are also poorly done. Entirely devoid 
of personality, they are mere quest dispensers and lore 
encyclopaedias, ready to dump monotonous lines on 
how Gadflow, the Unseelie King, ordered his Tuatha 
Deohn to destroy the Dokkalfar and please Tirnoch... 
It’s uncanny how the lore is both incredibly generic 
and dense, making it almost impossible to care about. 

Non-combat skills like Persuasion and Lockpick 
try to diversify the gameplay, and you can also own 
houses, steal, pickpocket, kill NPCs, get arrested, etc. 
However, it’s all very limited and robotic, closer to the 
small-scale artificiality of Fable than to the immersive 
living world Ken Rolston created in Morrowind. 



The Diablo -like loot is addictive, with some cool-looking 
unique weapons. Sadly, their bonuses are all very similar. 


Still, Rolston made his point. Amalurs combat 
is much more satisfying and deep than rivals such as 
Skyrim or the Dragon Age and The Witcher games, 
highlighting a flaw in modern RPGs. Its arcade-like 
gameplay isn’t tied to the narrative as in the Gothic 
and Souls series, but the mix of a satisfying arcade 
combat with a massive open world is thrilling. 

Sadly, any chances of a sequel improving the 
formula are long dead. While Amalur sold over a 
million copies, 38 Studios had severe management 
issues trying to develop a tie-in MMORPG and the 
company filed for bankruptcy shortly after. 

Kingdoms of Amalur: Reckoning is easy, limited, 
unpolished and often dull. But it offered something 
fresh, that no other open-world RPG did. That is, until 
Dragons Dogma came along two months later... FE 

Mods: 

Widescreen Fixer: Allows you to increase the game’s 
extremely narrow FOV and zoom out the camera. 

HeartCore (aka YSA) Mod: A Cheat Engine file, it makes 
the game harder by nerfing your hero, decreasing XP, 
buffing enemies and increasing the game’s speed to 115%. 

Reckoning Remapping Tool: Greatly improves the 
poor port job on the keyboard and mouse controls. 



A special bar fills up as you fight, allowing you to slow down 
time, power your attacks and execute foes for an XP bonus. 


Amalur had 
several DLCs, 
including pre¬ 
order exclusives 
and an online 
pass. Of note 
are the Legend 
of Dead KeI 
and Teeth of 
Naros DLCs, 
which add new 
monsters, items 
and areas, plus 
some interesting 
quests to try. 


441 












ou 



Dragon's 
Dogma was 
released 
in 2012 for 
consoles. The 
Dark Arisen 
version came 
in 2013, and 
only in 2016 did 
Capcom finally 
port the game 
to PCs. 


Equipment is 
diverse, and can 
be upgraded 
by finding the 
necessary items. 
Tasks range from 
mining rare ores 
to breaking a 
monster's tusk 
during battle. 



Y our lantern sputters to half-lit status, only 
dimly illuminating the massive form of the 
cyclops as it lurches towards your party. 
Hearing your fighter pawn yell, you move closer and 
allow yourself to be launched into the air, grabbing 
hold of the Cyclops’s arm and climbing to its armoured 
head. As the cyclops swipes at you, it misses and 
knocks its helmet to the ground below. Your mage 
pawn casts a flame enchantment on your strider 
pawn, who takes the opportunity to shoot an arrow 
straight into its eye. Welcome to Dragons Dogma. 

The heart of DD is its action-based combat 
system, and the interactivity it allows. Inspired by 
Capcom’s 1990s fantasy beat em ups, it also encom¬ 
passes a great amount of more recent influence, from 
the monster-climbing of Shadow of the Colossus to 
the weightier realism of Demons/Dark Souls , as well 
as Capcom’s own Monster Hunter and Devil May Cry 
series ( Dragons Dogma director, Hideaki Itsuno, also 
directed Devil May Cry 2, 3 and 4). 

In combat, characters may grapple a small opponent 
to hold it in place, pick up and hurl an explosive barrel 
at foes, or climb onto large monsters and hack away at 
weak points. Frequently, they call out tactics to each 
other, depending on cooperation for success. 



Monsters, too, take advantage of interactivity, 
and a player may find himself dragged into the air by 
a harpy’s claws, bitten and held down by a wolf, or 
seized and crushed by the hands of a cyclops or ogre. 

Magic also possesses a rarely seen physicality. 
Spells differ not only in elemental effects but also in 
how they manifest themselves, from a wall of flame, 
to a pillar of ice (which you can climb over), to a 
maelstrom sucking up smaller foes and flinging them. 

You play as the Arisen - a hero destined to battle 
the Dragon. In a unique online component, you can 
be joined by up to three Al-controlled pawns - a 
main pawn that you create yourself, plus two others 
recruited from a pool of pawns created by other players 
(or randomly generated, if you’re playing offline). 

Pawns are drawn from six vocations (i.e. classes), 
each with access to a multitude of skills and categories 
of weapons with only some overlap, causing each 
vocation to play distinctly from the others. Rangers 
have a more powerful and further reaching bow but 
are less effective at melee than Striders; Sorcerers 
sacrifice some of the healing and support magic of 
Mages in exchange for powerful offensive spells; 
and Warriors hit harder than Fighters but are less 
defensive. The Arisen also has access to the hybrid 
vocations: Mystic Knights combine melee ability with 
magic spells, Assassins can mix the weapons of the 
Fighter and Strider vocations, and Magick Archers 
combine dagger-wielding with magical bow abilities. 

There are interesting nuances in character 
creation. Unlike other games where appearance is 
purely cosmetic, in Dragons Dogma the choices you 
make determine your height and weight class, which 
has tangible effects such as making heavier characters 
more difficult to knock down while smaller characters 
can fit through small openings. 


442 
















''One of our key concepts was 
to give players around the world 
the chance to feel like they had 
genuinely encountered and taken 
on these mythical beasts that we all 
have in our collective consciousness. 
Our art directors and designers 
tried not to stray too far from the 
imagery found in ancient legends 
and iconography." 


- Ken to Kinoshita, 
Dragon's Dogma: DarkArisen's director 



Combat is 
refreshingly 
tactile, from 
climbing larger 
monsters to 
grappling with 
smaller creatures 
to cutting the 
heads of hydras. 


The story is somewhat rudimentary, linking 
the Arisen to the Dragon from the beginning, and 
thereafter following a largely linear series of main 
quests. There are many optional noticeboard quests 
of the type “kill 5 wolves”, but more interesting are 
the side-quests initiated by talking with characters, 
where decisions can lead to or block further quests, 
sometimes even eliminating prominent NPCs. 

Dragons Dogma contains an impressive but 
poorly explained depth as features such as making 
forgeries of important items (to keep the original for 
yourself or to sabotage a quest, changing its outcome) 
and the NPC Affinity system (which controls your 
relation with every single NPC and determines your 
romantic interest) have lasting consequences, yet the 
game barely mentions them. 

Initially intended to be an open-world game, the 
scope was drastically reduced during development, 
leaving Dragons Dogma with the vestiges of open- 
world design but a setting too small to match. Aside 
from the city of Gran Soren and the fishing village of 
Cassardis there are no real settlements to speak of, 
only a few forts or camps. The games many quests will 
take the player across the map multiple times, forcing 
unwitting players to waste time backtracking and 
fighting the same respawning mobs of low-level foes. 



Whether at night or in a dungeon, the realistic darkness 
forces you to rely on your lantern, enhancing exploration. 


Thankfully, the Dragons Dogma: Dark Arisen 
version released a year later expands the existing 
fast-travel system, greatly reducing the amount of 
backtracking necessary. Although Dark Arisen also 
makes various minor changes to the base game, 
its real draw is Bitterblack Isle, a vast dungeon that 
introduces new treasures and monsters - including 
deadly necrophages that attack by surprise, attracted 
by the corpses of slain enemies. Intended for high- 
level play, the Isle is separate from the main game and 
can be ventured into as early or late as one desires. 

Curiously, Dragons Dogma fails to play into its 
strengths as much as it could have, with the larger 
monsters - both climb able and featuring a range of 
interesting behaviors - appearing only sparingly at 
first, and a number of creatures emerging only in the 
final stage of the game. Important systems such as 
NPC Affinity and Pawn Inclinations (which control 
Pawn behaviour) are opaque and poorly explained, 
often resulting in frustrating outcomes and leading 
wiser players to seek online sources of information. 

Still, Dragons Dogma manages to recapture 
much of the spirit of group adventuring. Those 
willing to give it a try will not only encounter many 
legendary creatures but also that rarest of beasts - an 
RPG with action-based combat done right. ZD 



There are five elemental enchantments, plus several status 
effects such as slow, poison, silence, burning, wet, etc. 


In 2015, Capcom 
released Dragon's 
Dogma Online, 
a free-to-play 
MMO spin-off. 
The game is 
only available 
in Japan, but 
Western players 
can use VPN and 
fan-made English 
patches to play it. 


443 












“ o 
z? 

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3 w 


The unusual 
choice of 
having a 
goblin rogue 
as protagonist 
paid off, and 
in 2014 Styx 
got its own 
spin-off game: 

Styx: Master 
of Shadows, a 
stealth game. 


Combat is real- 
time, but you 
can shift into 
slow motion and 
queue up to four 
actions for each 
of the characters. 


Styx can sneak 
around and try 
to assassinate 
guards, but he 
can't go very far 
from Arkail. 



P urely from a writing standpoint, this game is 
one of the most overlooked gems of the RPG 
genre. If you love story-driven RPGs, I highly 
suggest considering this game. Tons of games talk 
about “mature themes”, but this one really hits the nail 
on the head - not just with the adult language (which 
there’s a lot of, but it fits the game’s themes well). 

The story covers racism, slavery, political 
ambition, violence, and betrayal. This is not the 
cliched story of a hero setting out to stop a great 
evil that threatens the world. The war between ores 
and humans has been decidedly one-sided and, in a 
desperate bid to prevent the enslavement of all ores, 
an elite ore military unit receives orders for a suicide 
mission: kill the human emperor. 



In a bold creative choice, Of Ores and Men puts 
you in control of the “monsters” - Arkail, a brutish 
ore, and Styx, a stealthy, smart-ass goblin. Both of 
them are well-written and it’s interesting to see how 
their interactions with each other change as the story 
progresses. The plot also contains a few unexpected 
and well-developed twists, which turns the original 
plan into something much greater. 

The developers have also done a good job 
connecting the characters’ personalities to their 
fighting styles. The combat is real-time-with-pause, 
allowing you to switch back and forth between 
characters and queue attacks - but before charging 
into battle you can try sneaking around with Styx and 
quietly assassinate as many enemies as possible. 

The ore, Arkail, is a great embodiment of the 
berserker-type warrior, and not just in the writing. He 
sports a rage meter that fills when he takes damage. 
Once full, he goes into a literally uncontrollable rage. 
It can turn the tide of a battle in your favour due to the 
damage boost, but can also cost you heavily thanks to 
the lack of defence and its potential to accidentally kill 
Styx. Some combo attacks are also available, such as 
having Arkail throw the goblin into enemies. 

Unfortunately, the game is extremely linear, with 
almost no exploration or player agency. The maps are 
repetitive, mostly long corridors full of combat, with 
minimal detours to occasionally find some loot. There 
are a handful of side-quests, but they usually just offer 
more of the same. And there’s pretty much no choice 
and consequence - the game is going to play out in a 
certain way no matter your dialogue choices. 

Of Ores and Men is definitely not for everyone, 
but if you enjoy story-driven RPGs there’s a very good 
chance you’ll find yourself sucked in, wanting more of 
the amazing characters and world. RR 


444 









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D efenders Quest is simply a great game. This 
is definitely not the type of game I would 
normally play In fact, I had never played 
a tower defense game before or since. What really 
appealed to me about the game were the RPG elements, 
and it didn’t fail to deliver. The story combines with 
the combat and character development to make a 
surprisingly inspired game. 

There is an actual story to this game that drives 
everything forward. The main character, Azra, is 
infected by a plague and thrown into a pit from where 
she must escape. As the story unfolds, you’ll discover 
the driving force behind the plague and seek to put an 
end to it. I really enjoyed the writing, and, while the 
humour was a bit offbeat, there were several occasions 
where I literally laughed out loud. There’s the cliched, 
somewhat dumb warrior (who has some priceless 
lines), a sarcastic archer, a noble knight, and a greedy 
egotistical dragon. It’s a great mixture that allows for 
all kinds of comedic interactions. 

The game is fairly straightforward: you have to 
protect your main character and defeat all the waves 
of attacking enemy forces. This is achieved through 
carefully positioning your characters at choke points 
on the map. Adding some tactical depth to the 
gameplay are the class system and magic spells. There 
are six different classes, which all have unique skills 
with varying areas of effect, so careful positioning is 
the key to victory. As characters level up, you spend 
points in their skill trees to unlock new abilities or 
improve existing ones. Azra is immobile during battles, 
but can spend mana to summon allies, upgrade them 
or, on various spells, to assist in eliminating the hostile 
hordes. Coming up with strategies to leverage your 
army’s abilities towards victories - preferably flawless 
ones - is the real beauty of the combat system. 


All the maps have four levels of difficulty to 
choose from (with the harder tiers obviously netting 
better rewards), and there’s an NG+ mode that adds a 
new type of currency for the best items. The game is 
also surprisingly long, clocking around 20 hours. 

Believe me, even if this isn’t something you’d 
normally play, it is very capable of engulfing you with 
its charm. I loved it so much I didn’t even hesitate to 
pre-order Defenders Quest II. RR 




While the initial 
challenges are 
easy to complete, 
some later stages 
that may require 
you to come back 
stronger. 


Besides the skill 
trees, there's 
also a large 
number of items 
for you to equip 
your characters, 
including unique 
weapons and 
armour. 


445 
















o 

0 )' 



Among the 
initial complaints 
about Diablo III, 
some players 
thought it was 
too cartoony and 
colourful. They 
created a mod 
called DarkD3 
to make the 
game darker. 
Blizzard replied 
by making a 
secret level full 
of ponies and 
colourful art. 


Diablo III places 
a premium on 
mobility as Elite 
enemies fill their 
surroundings 
with poison, 
lasers, lava and 
other hazards, 
then try to push, 
pull or lock 
you in place. 



T he history of Diablo III is one of immense 
highs and lows. After the outstanding success 
of Diablo II in 2001, Blizzard soon began 
working on a sequel. Little is know about this project, 
but reportedly it had fully 3D graphics and several 
MMO elements, with a large open world. 

However, disputes between Blizzard North and 
Vivendi Games led to several key developers leaving 
the company and, ultimately, to Blizzard North 
being closed in 2005. Their version of Diablo III was 
scrapped, and development began on a new one. 

In May 2012,11 years after its predecessor, Diablo 
III was finally released. Expectations were impossibly 
high, and the game broke PC sales records, selling 
over three million units in the first 24 hours. 

Superficially, the games core gameplay is very 
familiar. You have five classes - Wizard, Barbarian, 
Demon Hunter, Witch Doctor and Monk - who must 
battle the forces of evil across four story Acts. 

Highly polished, the game brought in fully 3D 
graphics and a physics engine that makes each blow 
feel extremely satisfying. Blizzard opted for a more 
stylised art style and a greater focus on story, added 
elements such as events across the maps and crafting, 
then streamlined some aspects of the game, such as 
removing the need to stockpile potions and scrolls. 



The biggest change came in the character system. 
While Diablo II was about picking stats and skills as 
you level up, Diablo III focuses on flexibility, offering 
a range of skills that can be freely changed at any time. 

Each character has six slots for active skills and 
three slots for passive ones (four with the expansion). 
If at any time you’re unhappy with your character 
build, you can easily change it. Each active skill can 
also be equipped with a Rune, slightly modifying the 
skill - reducing cooldowns, changing damage types, 
adding more effects, making it last longer and so on. 

A more controversial decision was that Diablo III 
required an Internet connection, even for single-player, 
which led to some huge server issues on launch. 

Another disappointment was the game’s difficulty, 
divided into four modes you had to unlock one at a 
time. Many players (myself included) got burned out 
by playing 15-20 hours of an incredibly easy game 
before begin allowed to try a harder difficulty. And 
there was no endgame besides a pointless grind. 

Yet, what nearly killed Diablo III was a single, 
greedy idea: adding an in-game Auction House. 

It was made for players to sell their loot, not only 
for in-game currency, but also for real money - of 
which Blizzard would take a cut. To be sure people 
would use it, rare items were dropped sparsely. You 
could play for hours without seeing a single good 
drop. And when you got one, chances were that it was 
for another class, pushing you to sell it at the Auction 
House for something you can actually use. 

Furthermore, the damage of every skill and 
ability was tied to your weapon and gear, making even 
the best player useless without decent equipment. 
Progression became inherently tied to the Auction 
House, the best items selling for over 50 dollars. 
Diablo’s “kill and loot” gameplay loop was broken. 


446 
















"What happened is that players 
started playing the Auction House 
and not the game, because of how 
stingy we were when we launched 
Diablo III [...] In the process they 
were wrecking their reward loop, 
they were robbing themselves of 
the magic of Diablo , of killing a 
monster and seeing the legendary 
drop and picking it up." 

-Josh Mosaueira, 
Diablo Ill's game director 



Diablo III packs 
dozens of skills, 
plus legendary 
items, sets and 
gems with unique 
powers. With 
more items being 
added each 
season, players 
have many 
possibilities. 


It took two years for Blizzard to acknowledge the 
obvious - the Auction House had to go. 

In March 2014, they released the Reaper of Souls 
expansion, removing the Auction House and adding a 
revamped “Loot 2.0” system, dramatically increasing 
item drop rates and making them more relevant for 
whichever class you’re currently playing. 

If Diablo III was a good game ruined by poor 
decisions, Reaper of Souls is a cohesive pack of great 
ideas. Together with a fifth story act and a new class 
- the Crusader -, the expansion added an Adventure 
mode, where you freely travel across all areas of 
the game collecting bounties - brief missions like 
“complete event X”, “clear area Y” or “kill boss Z”. 

Completing bounties yields rare items, crafting 
ingredients and is a good way to level up or gather 
items without having to replay the campaign again. 

Other key additions include legendary gems 
with unique powers, a more robust crafting system, 
enchanting and fully reworked difficulty settings, 
offering players much more freedom in how to play. 

Moreover, a solid endgame was finally added 
with the Rifts - special dungeons where you must kill 
a certain number of enemies to battle a tough boss. 
On Greater Rifts you have a very strict time limit, and 
the difficulty levels are virtually endless. 



Reaper of Souls added the Adventure mode, where 
you can freely travel the world completing bounties. 


Together with the expansion came the Seasons, 
which every few months reset the leaderboards and 
add new content that only freshly made characters 
can experience (at least initially), persuading people 
to restart the game from Level 1. 

This worked particularly well with the more 
flexible skill system, as the steady addition of gems, 
legendary items and armour sets with special powers 
provides new playstyles to try every few months. 
Also worth mentioning are the Set Dungeons, 
hidden areas where players who gathered complete 
equipment sets can test their skills with the powers 
granted by the set in custom challenges. 

Blizzard also added an abundance of cosmetic 
rewards, such as portrait frames, pets, banners, 
wings and unique appearances you can apply to your 
equipment. Most of these are won by earning special 
in-game achievements - Diablo IlEs only DLC came 
in 2017, adding the Necromancer class for $15. 

While the Auction House heavily damaged the 
game at launch, Reaper of Souls later managed to 
turn Diablo III into a friendly, addictive and highly 
polished package. It may lack the more hardcore 
experience found in Grim Dawn and Path or Exile 
but, for most mainstream players, Diablo III is all they 
need until Diablo IV. FE 



Rifts present an interesting endgame, as you must finish 
increasingly difficult dungeons under a strict time limit. 


Diablo Ill's 
always-online 
DRM led to 
several issues, 
as players 
were unable 
to connect to 
the servers 
and play the 
game for weeks 
after launch. 
The outrage 
reignited when 
Blizzard made 
the console 
ports able to 
play offline, but 
refused to do 
so with PCs. 


447 























cc 


FTL was funded 
by a Kickstarter 
campaign in April 
2012. Subset 
Games received 
200,542 dollars, 
from an initial 
$10,000 goal. 


F rustrating”, “thrilling”, “unique”. These are just 
a smattering of the words used to describe the 
brutally difficult, insanely addictive roguelike 
RPG that is FTL: Faster Than Light. 

FTL tells the story of a crew of Federation 
soldiers fleeing the advancing hordes of a rebel force 
across eight sectors of a galaxy, representing the eight 
stages of the game, each more dangerous than the last. 

Dogged at every turn by the insurrectionists, 
your implacable enemy slowly moves from left to right 
across each starmap, pushing your ship inexorably 
toward the next sector, or doom, if you decide to turn 
and fight. Your crew will encounter pirates, automated 
drones, distress beacons, ion stars, ship fires, enemy 
boarding parties and giant alien spiders, to name just 
a few things that want to kill you. 


Some battles 
can have special 
hazards, such as 
fighting against an 
unmanned drone 
ship while inside 
an asteroid field. 


Not only do you 
have to choose 
what systems to 
upgrade, but also 
how to distribute 
your ship's energy 
between them. 



What most wants to kill you, it seems at times, 
is the game itself. FTL, like many roguelikes, has a 
simple random number generator which determines 
the outcome of every jump between the stars, every 
shot fired from your Burst Laser II, every time you 
send a crew member into harms way. While certain 
crew skills and upgrades to your ship increase the 
percentage chance that the randomly generated 
number will come up on your side, there’s always the 
possibility of an extraordinary string of bad luck that 
ends an otherwise successful run prematurely. 

Another roguelike element is permadeath. When 
your ship is destroyed, your run ends and you must 
start over again in Sector 1. This adds real weight to 
every decision you make, and how it will affect your 
ship and crew. 

RPG elements abound in FTL : in order to 
overcome the Rebel flagship at the end of Sector 8, a 
prudent commander must upgrade his or her ship’s 
systems, find, purchase, or salvage new weaponry, 
as well as recruit and train crew members. These 
elements contribute directly to a successful run, and 
it is almost impossible to win without them. 

Finally, many mods await the experienced 
commander. The Captains Edition mod installs a host 
of new features including new weapons, random events, 
space station battles, and sector hazards, to name just a 
few. Turning the Tide , another mod, allows a courageous 
(or perhaps foolhardy) FTL captain to turn and face the 
demons in pursuit, and not only escape, but push the 
rebels back. All of these mods and more are compatible 
with Advanced Edition , a completely free DLC which 
adds a new ship and race, new weapons, subsystems, and 
a few tweaks to the game. 

Don’t be daunted by FTL’s difficulty - dying is 
half the fun. No, really, it is! JU 


448 



























































P aper Sorcerer is a throwback to the glorious 
1980s, paying homage to great blobbers of old 
and to the point-and-click adventures from the 
Mac Venture series, such as Shadowgate. 

The most evil of sorcerers has been up to some 
usual naughty shenanigans, terrorising innocents and 
wreaking havoc, so a group of heroes has been forced 
to imprison this danger to society inside a magical 
book. You play as that evil sorcerer (or sorceress) who 
must now find a way to break free and exact revenge 
- an obvious connection to Wizardry IV. 

The monochrome visual style is original and 
beautifully minimalist, with the sleek ink design 
illustrating the central theme of a world within a book. 

The core gameplay of Paper Sorcerer consists of 
3D first-person exploration and puzzle solving with 
2D turn-based combat. The games dungeon is made 
of different levels within the magical book prison, 
each having three floors followed by a boss area. 
You’ll encounter enemies as floating black clouds, and 
combat begins once you approach them. 

As in Wizardry IV , you can summon minions 
to help you, creating a party of up to four characters. 
You may choose from creatures such as skeletons, 
witches, ghosts, vampires, cultists, werewolves, trolls 
and other nasty monsters, each one possessing a wide 
variety of skills and magic, giving you plenty of party 
compositions and battle strategies to play with. 

Battles can be very tense, as you’ll have to plan 
for the long run. All characters have Defense points, 
which block physical damage but decrease with each 
blow. Health can only be recovered by casting spells, 
resting or using potions, but you always begin battle 
with full Defense points. This leads into an interesting 
dynamic, where you’ll have to weigh up which stat to 
invest in and what sort of restoration spells to use. 


Beside the main dungeon there’s also a safe zone 
called the Sanctuary, with a room to rest, a trainer to 
learn skills, a creepy house that leads into an optional 
dungeon and a store to buy equipment and potions. 

Paper Sorcerer comes with four difficulty settings 
available: Easy, Normal, Hard, and the super brutal 
“1980s mode”. The downside is that the random 
loot drops can be rather unfair, especially on higher 
difficulties, punishing players and promoting save- 
scumming (loot is generated when you open a chest). 

All in all, Paper Sorcerer is a lovely crafted game 
with superb artistic presentation. While some bugs are 
present, it’s nonetheless a very admirable effort from 
Jesse Gallagher who, by himself on Unity, created this 
parchment world for us to discover. CV 




Paper Sorcerer 
was made by a 
single man, Jesse 
Gallagher, funded 
by a Kickstarter 
campaign in 2012. 
Jesse received 
13,151 dollars, 
from an initial 
$5,000 goal. 


Characters have 
an energy pool, 
necessary for 
casting most 
skills. It slowly 
regenerates each 
turn, so resource¬ 
managing is key 
in battle. 


The dungeons 
hold many secrets 
and interactive 
objects, often 
cleverly hidden 
by the game's 
unique art style. 


449 
































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Shadow run 
was a popular 
tabletop RPG 
during the 90s, 
with hundreds of 
source books, its 
own magazines, 
two console 
games, trading 
cards and over 
40 novels. Its 
latest version 
was released in 
2013, called 
Fifth Edition. 


There are five 
races (human, 
elf, dwarf, ore 
and troll) and six 
archetypes to pick 
from, but you can 
also create your 
own, mixing the 
game's various 
skills and stats. 



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Windows, OS X, Linux and Android 


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I n 1989, Shadowrun entered the tabletop RPG 
market, one year after Cyberpunk (not yet 2020). 
Shadowrun brought with it a different angle on 
the genre: in addition to the grimy futuristic hellscape 
of tech and corporate rule, it also wove in the return 
of magic to “our” world, placing ores, mages, and 
dragons alongside cyberdecks and street samurai. 

Two video games hit home consoles in 1993 and 
1994, for the SNES and SEGA Genesis respectively. 
The two were vastly different; the latter was an open- 
world action RPG with roguelike elements. The SNES 
game was a more linear, plot-oriented Action RPG. 

After this, the video game licence languished in 
North America until 2007, when Microsoft released 
a lacklustre first/third-person deathmatch game for 
Windows Vista and the Xbox 360 which has thankfully 
mostly fallen from memory. At the time, it seemed like 
the death knell for this part of the franchise for fans of 
the earlier console games. 

Enter Kickstarter. In 2012, Harebrained Schemes 
put up a campaign proposing Shadowrun Returns , a 
single-player isometric turn-based RPG for PCs and 
tablets, designed by the original creator of Shadowrun , 
Jordan Weisman. They asked for $400,000. What they 
got was over $1.8 million. 



The game dropped in July 2013 with the promised 
campaign, called Dead Mans Switch. It was... fine. 
Not perfect; the licensing agreement with Microsoft 
caused a to-do about the DRM (later resolved), 
and the game had no ability to save manually. This 
wasn’t terrible, but the campaign was heavily combat- 
oriented, with long levels, and the turn-based battle 
system was heavily reminiscent of the new XCOM, 
with RNG lurking around every turn. 

The campaign escalated stakes awkwardly, 
featuring a cult that was secretly a front for bug 
spirits that threatened to destroy Seattle. When the 
storytelling was personal, it was decent, but it strayed 
too often into combat and cameos from godlike 
NPCs from the tabletop game. Promised ties to the 
console games proved to mostly be the return of the 
main character from the SNES game as an NPC, and 
otherwise the cast was lacklustre. But the game played 
OK up until the final level, where you were forced 
to use inaccurate, low-damage weapons in order to 
defeat the otherwise endlessly respawning bug spirits. 

If that had been everything Shadowrun Returns 
had to offer, it would have been a decent, but not 
exceptional game for long-time fans. However, as a 
stretch goal in the Kickstarter campaign, they promised 
an entire second campaign, set in a city of backers’ 
choice. Polling settled on the Flux State of Berlin. 

Dragonfall hit as an expansion in 2014, and 
blew expectations set by Dead Mans Switch out of the 
water. The PC was still a player-generated blank slate, 
but you were given more leeway in dialogue options 
to define your character. Also, you were given a team, 
rather than a rotating mass of hired shadowrunners 
that filled out your party during fights. The flow of the 
game changed from being wholly linear to hub-based, 
with a slate of missions you could choose from. 


450 









"Shadowrun mixed the cyberpunk 
meta-theme of the dehumanisation 
of humanity and the destruction of 
nature with the optimism of nature 
reasserting itself via the return of 
magic and all the flora and fauna that 
comes with it. Where as cyberpunk 
can become a monochrome of grey, 
Shadowrun became a universe of vivid 
contrasts, with everything from mage 
wage-slaves to troll biker gangs." 

- Jordan Weismon, 
Shadowrun's creator 



Combat is 
turn-based and 
plays similarly to 
the new XCOM. 
Characters have 
only 2-3 action 
points and can 
use cover, but also 
have access to 
spells, summons 
and drones. 


The story was complex, with sharply written 
dialogue trees with decisions that deftly avoided clear 
“best” options. This made for a dark mood - maybe a 
little too dark in the end; there were multiple endings, 
but they all led to the canon ending laid out by the 
Shadowrun metaplot, which left the impression that 
there was no real way to win in the end. 

Still, Shadowrun is a setting that prizes getting 
personal victories where you can, while you watch the 
world go to hell around you. 

Dragonfall was so much better than the original 
campaign that the developers re-released it later 
that year as an expanded stand-alone title, named 
Dragonfall: Directors Cut. 

The good bits became better; you got the chance 
to delve deeper into your teams stories, they gave 
you better customisation, and expanded the already 
great soundtrack. The bad bits improved: the combat 
system was overhauled, making it more tactical, and 
the UI was redone. You also finally had save slots. 
Overall, Dragonfall would have been a fantastic send- 
off for the series. 

Yet, there was still more to come. Berlin had won 
the original poll, but Hong Kong was an extremely 
close second, so Harebrained launched another 
Kickstarter in 2015 - this time raising $1.2 million. 



The original game assigns specific NPCs each mission, but 
Dragonfall offers a BioWare-ish cast of fixed companions. 


Shadowrun: Hong Kong dropped later that 
year, featuring even more system refinements 
and gameplay tweaks. Whether it was better than 
Dragonfall is mostly a matter of taste - Hong Kong 
had a larger, mostly less close-knit cast on your team, 
and though the stakes were of a similar scale, they felt 
smaller, closer, part of the family-oriented plot. 

The developers followed it up yet again by adding 
Shadows of Hong Kong , a whole extra campaign set 
after the first, along with the usual fixes and polish, 
releasing Shadowrun: Hong Kong - Extended Edition. 

Harebrained is on record that they’re done with 
making games on this engine, leaving Shadowrun: 
Hong Kong as the capstone for the series for the time 
being. With Dragonfall and Hong Kong in particular, 
they’ve done what few have been able to do: take 
classic video games and not only give respect to 
players’ nostalgia with new entries, but in many ways 
surpass the originals. TAB 

Editor and Steam Workshop: 

Harebrained released an editor for each of their Shadowrun 
games, allowing players to create new adventures and 
share them via Steam Workshop. We suggest Antumbra, 
The Price of Conviction and From the Shadows. 



You can hack into terminals, sneaking past security to steal data. 
Originally turn-based, this became real-time in Hong Kong. 


After Shadowrun, 
Harebrained 
kickstarted 
BattleTech, 
another setting 
created by 
Jordan Weisman. 
They raised $2.7 
million in 2015, 
and the game 
is scheduled 
for 2018. 


451 













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*The game 
was originally 
released for the 
PS3 in 2010 as 
Hyperdimension 
Neptunia. The 
2013 Re;Birth 
version for 
PS Vita and 
Windows is 
a complete 
remake. 


Dialogues are filled 
with references, 
puns and 4th-wall 
breaking jokes that 
were well handled 
by the translation. 


A 2D world map 
gives you access to 
various dungeons, 
which can later be 
"re-programed" to 
have new monsters 
and items. 



A game that no one expected to see on PCs, 
Neptunia is set in the world of Gamindustri, 
where four nations - Lowee, Lastation, 
Leanbox and Planeptune are locked in an eternal 
conflict called the Console War. The first three 
nations clearly represent the Wii, PlayStation and 
Xbox consoles, while the last one is a reference to the 
SEGA Neptune, a cancelled console from the 90s. 

In one of the most bizarre industry metaphors, 
the game begins as the “console goddesses” join forces 
against the Planeptune goddess and remove her from 
the Console War. And so you must help Neptune, a 
powerless and amnesiac personification of a cancelled 
console, to return to her rightful place and save all of 
Gamindustri. Hard to find a weirder premise. 




Neptunia as a whole is a light-hearted tribute 
to video games, especially the Japanese indie scene. 
Your first two companions, Compa and IF, are the 
personification of Compile Heart and Idea Factory, 
the game’s publisher and developers, respectively. 
You’ll meet more characters alluding to Japanese 
companies and series, as well as countless other video 
game references in the form of enemies, dungeons, 
attacks, items, jokes and even entire game mechanics 
- like how you can burn game discs with status boosts 
of your liking and equip them as accessories. 

The unusual setting aside, Neptunia is a standard 
yet solid JRPG. The story is told via 2D cutscenes (with 
its fair share of puns and fan-service), while the simple 
dungeons are explored in a 3D third-person camera. 

Touch an enemy and you enter turn-based combat, 
where characters can freely move a certain distance 
and each weapon/skill has a different range. The game 
shines on the impressive amount of depth underneath, 
with a robust equipment and crafting system, special 
goddess forms, diverse enemies, multiple status effects 
and many companions to use (even more with the 
DLCs). You can customise their powers, attack types, 
appearance, battle formation and pair them with other 
characters to gain special bonuses and combos. 

Battles can be very tough, so you’ll have to grind 
at some points, usually by doing side-quests at the 
guild and revisiting dungeons in pursuit of XP, items 
and materials for crafting. An interesting feature here 
is the ability to “re-program” dungeons, adding new 
monsters, different item drops or raising the difficulty. 

A huge hit, the game quickly got three sequels (and 
three remakes), manga and anime versions and a series 
of spin-offs, such as a turn-based tactical RPG and an 
idol-raising sim. Neptunia is an extremely niche game, 
but one that perfectly resonates with its audience. FE 


452 




































C rystal Shard is not new to adventure games. 
This indie studio has been developing them 
since 2001, but most of them are made with 
Adventure Games Studio and, on top of that, they are 
all free. So I didn’t expect much of Heroines Quest. 

I was wrong. Imagine a parallel universe where 
Sierra released Quest for Glory in 2013, with the same 
VGA graphics, but bigger, with more RPG stats, and 
tuned to the Norse mythology. That’s Heroines Quest. 
Yes, it’s that good. 

Any fan of QfG will immediately feel at home. 
It’s all very familiar: the similar graphics, the good old 
Sierra interface, the three classes - Warrior, Sorceress 
and Rogue - and the distinct battles with monsters. 
But it’s a parallel universe, remember? So, apart from 
some jokes about Harry Potter , The Hobbit and other 
modern references, the game is quite original. 

Your heroine arrives in a small town during an 
unusually long winter. As it happens, this winter is 
unnatural, a sign of the forthcoming Ragnarok - the 
end of the world at the hands of monsters and frost 
giants. And, of course, it’s up to you to save the world, 
regardless of your initial less-then-average physical 
conditions and zero equipment. 

The Adventure part is quite solid: most tasks are 
logical, and very rarely require guessing. Moreover, 
key tasks are marked on your map, so you’ll never lose 
track. Most quests can be solved in several ways, and 
each class has their own personal quests and goals. 
As a result, playing each class feels like a distinctively 
different game that follows the same plot and setting, 
so you could easily play it at least trice. 

The role-playing aspect is also very well-thought- 
out. Your success in certain puzzles is determined by 
several stats and skills, which improve during your 
adventures while you use them, quite naturally. 


Thus, climbing a tree will raise the “Climb” skill 
and also the “Strength” stat; casting “Fire shield” will 
raise the correspondent skill and the “Magic” stat; 
while battling with random monsters will raise almost 
everything - if you live to tell the tale. 

Finally, there’s also a day-and-night cycle and 
three conditions you must constantly monitor: Cold, 
Sleep and Hunger. Sadly, while they offer some 
challenge at first, later they become simply a distraction 
that prevents you from finishing the game too fast. 

Regardless, Heroines Quest is great, and I fully 
recommend it to any adventure lover - especially to 
those fond of the Quest for Glory games. SS 




Heroine's 
Quest is free, 
available for 
download on 
Steam or on 
the developer's 
website: www. 
crvstalshard.net 


Battles are very 
similar to those 
of Quest for Glory 
l-lll, but can offer 
a lot of options 
depending on 
your class, skills 
and items. 


The game uses 
an icon-based 
interface similar 
to that of classic 
Sierra games like 
King's Quest V 
and Quest for 
Glory III. 


•53 














Path of Exile's 
business model 
relies on selling 
cosmetic items 
and quality-of- 
life features 
such as extra 
stash room or 
character slots, as 
well as supporter 
packs with 
physical rewards 
and perks like 
designing 
an item. 


Some of the 
game's maps 
make extensive 
use of puzzles 
and traps, which 
can be as deadly 
as any boss fight. 



D esigned from the ground up as a Free-to-Play 
Action RPG that “will never be pay-to-win”, 
Path of Exile began with 250,000 players 
during Beta, grew to over 11 million registered players 
in 2015 and keeps expanding to this day 

One of the things that drives such impressive 
numbers and keeps the community active to this day 
is Path of Exile's tireless pursuit of innovation and the 
developer’s attention to player feedback. 

Clearly inspired by Diablo II, the game captures 
what many fans felt was missing in Blizzards third 
entry in the series: atmosphere and complexity 
Expertly mixing old and new design trends, Path of 
Exile brings back that experience of spending hours 
pondering over abilities, items and stats, trying to 
create your own perfect build. 

The game has seven classes: Marauder, Duelist, 
Ranger, Shadow, Witch, Templar and Scion. There 
are only three base stats - Strength, Intelligence and 
Dexterity -, and that’s reflected in the class roles. 
Three classes focus on one stat (i.e. the Ranger relies 
on Dexterity), three are “hybrid” classes such as the 
Templar (Strength/Intelligence), and the Scion is an 
all-rounder. However, any character can use any item 
or skill, as long as they meet the stat requirements. 




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Most Action RPGs usually focus on two main 
features: abilities and loot. In Path of Exile these two 
are intertwined, as all abilities come from Ability 
Gems which are socketed into your equipment. 
Moreover, you can use up to five Support Gems to 
modify a single ability. You could make a Fireball 
jump between targets, split into multiple projectiles, 
freeze enemies, drain HP or auto-cast on critical 
melee hits - perhaps even all of these at once! 

This allows for a great degree of customisation 
which is perfectly complemented by the game’s 
defining feature: the Passive Skill Tree. 

Path of Exile features a huge, daunting skill tree 
composed of 1,325 nodes! These provide all sorts of 
passive benefits, from increasing stats and damage to 
more radical changes, such as converting all Evasion 
into Armour, using Health to cast abilities, or having 
only 1 max HP but being immune to Chaos damage. 
All classes share this same tree, they just start at 
different points. As such, players can focus on the 
nearby nodes, which provide bonuses associated with 
his class, or travel all across the tree, mixing bonuses 
from several different classes. 

It may be overwhelming at first, but, no matter 
how good or bad your build is, you’re always learning 
and evolving - the next character will be easier to 
make, and you never feel like you wasted your time. 

Which is great, since Path of Exile is designed 
as a replayable, long-term experience. It features an 
extensive and challenging endgame, which constantly 
grows bigger. As of late 2017, the game had seven 
expansions, adding new features such as challenge 
leagues, new NPCs, player hideouts, corruption, etc. 
The downside of this is that the game has a bit of 
content-creep and can be intimidating at first, but the 
developers keep a close eye on the community. 


454 








"The problem that we found was 
that, because of this classless system, 
you kinda only needed to play one or 
two characters - you know, the one 
you like, and maybe a second one. 

It wouldn't be this cool thing that they 
had in Dioblo, where you intend to 
play every other class. [...] People had 
no need to make a Ranger because 
they just played a Witch with a bow. 
That's why we added the Ascendancy 
classes.'' 

- Chris Wilson, 
Path of Exile's producer 
and lead designer 



Path of Exile 
tries to innovate 
in every aspect, 
including loot. 
Even "white" 
tier items are 
valuable, as they 
can be used to 
craft powerful 
unique items. 


Initially Path of Exile had only one chapter, then 
grew to four, which had to be done on all three difficulty 
settings to reach the endgame. The developers listened 
to feedback saying it felt repetitive and overhauled 
the entire system. They removed the difficulties and 
instead doubled the number of chapters - reusing 
the same assets and locations, but adding some visual 
changes and new, much more difficult battles. 

Other recent changes are the Ascendancy classes, 
endgame specialisations that provide powerful new 
playstyles but are restricted to each class, thus giving 
players more incentive to try out all classes, despite 
the games mostly classless nature. To unlock an 
Ascendancy class you must beat The Lords Labyrinth, 
a roguelike-ish experience where you delve into a 
maze full of traps, treasures and extremely difficult 
boss battles, and must finish it without dying. 


These are joined by other creative mechanics, 
such as the lack of currency, a rich crafting system, 
random maps with special modifiers, buff potions that 
refill as you kill, etc. Everything in Path of Exile feels 
familiar, but offers interesting new twists. 

The game is always online, with other players 
being visible when inside towns, so you can trade, create 
parties or jump on a PvP match. This makes the game 
feel alive even when playing alone, but those seeking an 
even bigger challenge can lock themselves off from all 
online interaction in Solo Self-Found mode. 

In the end, all these mechanics and features serve 
Path of Exile's main strength: player choice. Even with 
the best build and items, no character will be able to 
excel at everything. Every choice brings trade-offs, 
and the end result is an experience that’s unique and 
memorable for the player. TF 



Since the game 
doesn't have 
a currency, 
online trades 
are based on 
bartering. The 
developers 
intentionally 
avoid adding 
an auction 
house, so 
players often 
use services 
like www.poe. 
trade to index 
their trades. 


The massive 
passive skill 
tree features 
1,325 nodes. 
Some offer small 
stat bonuses, 
while others 
will radically 
change how your 
character plays. 





















Cataclysm: 
Dark Days 
Ahead is based 
on the original 
Cataclysm, a 
2010 roguelike 
by Zachary 
"Whales" 
Jenkins that 
was later 
abandoned. 


Crafting is a key 
feature of DDA, 
allowing you 
to cook, farm, 
craft weapons, 
build walls, set 
traps, board up 
houses and even 
repair (or build) 
vehicles. 


The character 
system is highly 
complex, with 
four stats, dozens 
of skills, positive 
and negative 
traits, over 100 
professions, 
locational 
damage and 
much more. 


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C ataclysm: Dark Days Ahead could be best 
described as a lovingly crafted amalgamation of 
Fallout , Minecraft and Deus Ex with a heaped 
spoonful of Lovecraftian horror. A free roguelike, DDA 
is still recieving daily updates and is a long way from 
finished but, while it needs some polish, that hasn’t 
stopped me from sinking hundreds of hours into zombie- 
(and other abomination)-infested New England. 

DDA has multiple starting scenarios, but the 
default one drops you into an emergency shelter with 
some winter clothing, a knife, a lighter and a bottle 
of water. From there, you can craft, hunt, scavenge, 
steal or murder your way from just another (un)lucky 
survivor to a being of near-godlike power. 


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Just don’t expect it to be easy. The learning curve 
for DDA is quite steep and dead bodies litter the 
conscience of every veteran player, but each one had 
a reason and each taught a valuable lesson for how to 
survive. Or just how to not die. 

There are dozens of distinct locations to explore, 
hundreds of items and thousands of things to do. You 
can spend your time sneaking past a zombie horde to 
get that last can of beans, spelunking through a science 
lab for untold treasure or even just cooking yourself a 
nice meal with the finest apocalyptic ingredients. 

Sounds very Fallout , doesn’t it? But you could 
also cut down some trees with your trusty chainsaw 
to build a log cabin, or take some morphine and 
jam second-hand bionic implants under your skin 
until you glow in the dark. Grab some mutagen and 
grow yourself some wings and a tail. With plenty of 
skill and certain books you could even put together 
your very own laser cannon. DDA is a deep ocean of 
content for you to explore, and the tap of open-source 
development is on and making it deeper by the day. 

The game also has no set goals. Presumably the 
player would like to survive and grow in strength 
until they can slaughter their way through hordes 
with impunity, but they don’t have to. Some choose to 
simply turn off cities and zombies to play the game as 
a wilderness simulator, or they pick specific starting 
scenarios to role-play as a knight, schoolgirl, scientist 
or even a lost BDSM practitioner. Wandering NPCs 
might give you a quest or stab you in the face, and you 
can follow quest lines to help fellow survivors. 

While most games offer a story and some tools 
to apply in order to reach them, DDA offers a huge 
range of tools, and you must supply your own goals. 
It’s a brutal playground and will bring you hours of 
fun - if you can get over the initial difficulty hump. D1 


456 
























































I nspired by the Confrontation desktop miniature 
game, Aarklash: Legacy is a highly tactical real- 
time-with-pause RPG. It’s set in a world engulfed 
by war, with every race is fighting for supremacy of 
the continent. You control a group of debt collectors 
called Wheel Swords, who have been wrongly accused 
of crimes they did not commit and thus need to fight 
to reveal the conspiracy that threatens their order. 

It must be said that Aarklash is not very deep 
in terms of RPG elements. There is no choice and 
consequence, level design is linear and the story and 
characters are but a means to an end. Where it really 
shines is in its smart and complex combat system, 
that mixes genres in challenging and interesting ways, 
with a relatively long learning curve. 

Your party is composed of four characters from 
a panel of eight heroes. The standard MMO trinity - 
Tank, Healer, DPS - applies here, but each role has 
been tweaked to be interesting, highly customisable 
and useful in more ways than one. 

Wendaroo for example, one of the two healers 
available, can heal and do damage - but wont 
regenerate mana. To keep healing the tank, he must 
steal life from other party members, potentially 
leaving them vulnerable. Every character plays with 
risk and reward, which makes each feel very unique 
and fun to play, making you think before every click. 

Aarklash is entirely linear, pushing you across 
several maps with nothing but battles and some 
story bits. An advantage to this approach is that each 
encounter is handcrafted, without any trash mobs. 
Fights work like a puzzle, providing new challenges 
that keep the game fresh. Each enemy has its own 
active and passive skills which the player must learn 
how to react to. Knowing which enemy must be killed 
first is very important, and positioning is crucial. 


You’ll have to micromanage all four of your 
characters, use buffs, debuffs, heal, silence enemies, 
increase defense, and so on. One wrong decision 
during battle - whether that be your positioning, 
focusing the wrong enemy first or mistimed ability - 
can and will kill you. 

Still, every time I died I managed to understand 
exactly what I did wrong. It is tough, but fair. 

Aarklash is not a Diablo- like loot fest - you wont 
even find new weapons or armour, only accessories. 
Its not an RPG with significant story or reactivity 
either, but don’t let that turn you off. I didn’t expect 
much going into it, but Aarklash: Legacy proved itself 
a hidden gem for those who want good tactical combat 
and don’t mind the fact it doesn’t offer much else. Rl 



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Confrontation was 
a popular tabletop 
wargame released 
in 1997 by French 
publisher Rackham. 
The company 
closed in 2010, but 
Cyanide acquired 
its IP to produce a 
PC version of the 
game in 2012 and, 
later, Aarklash. 


The RtwP combat 
will be familiar 
to fans of games 
like Baldur's Gate, 
but it requires 
much more 
micromanaging. 


Each hero only 
has four abilities 
and can't change 
their equipment, 
but they can be 
customised via a 
skill tree or just 
swapped anytime 
for other heroes. 


457 













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QJ 



CD 


Card Hunter was 
first released in 
2013 as a web 
browser-based 
flash game. 
In 2015, it also 
got stand-alone 
Steam client for 
Windows & Mac. 


Some battles 
have special 
objectives, such 
as controlling 
victory points, 
surviving X turns 
or defeating the 
enemy's leader. 


You build 
your party of 
three heroes 
choosing from 
three classes, 
thee races and 
countless spells 
and equipment. 



I f AD&D and Magic: The Gathering had a baby, it 
would be Card Hunter. Jonathon Chey, co-founder 
of Irrational Games, hired Richard Garfield, the 
creator of Magic , to help him develop a tactical role- 
playing card-based free-to-play game. The end result 
is unlike anything else out there - quick, funny and 
deeply tactical, without taking itself too seriously 

A recent trend in game design circles is to eschew 
RNG (and therefore luck) in favour of other mechanics. 
Card Hunter is a giant stride forwards in this direction. 
Stats, abilities, skills, and perks have all been eliminated 
by simply making everything a card. Equip a pair of 
Boots of Buttkicking? Some movement and armour 
cards are added to the characters deck. Removed a 
Perplexing Mirror trinket? Its spell cards come out. 



The game still has some dice-rolls but these are 
only for some cards and only to enact their special 
power. A good example is armour, which is played as a 
“counter”. Some armour always slightly reduces damage, 
while others reduce more but only on a successful dice- 
roll of, say, 3+. Its a well-balanced system that feels right 
even when the dice-rolls are not in your favour. 

Thus, equipment upgrades are agonising choices 
compared to the obvious DPS increases found in so 
many games. One weapon gives you two great attack 
cards and one lousy one, while another weapon offers 
three good attack cards. Which is better? You decide. 

Battles follow an original formula: at the start of 
the round each character draws up to their hand limit. 
Then each side takes turns playing cards: attack cards 
to attack, movement cards to walk or run X squares, 
and counter cards (like armour) to cancel opponents' 
cards. When you have no cards left to play, or don’t like 
your remaining cards, you pass. Once both sides pass, 
a new round begins. Characters keep up to two cards 
into the next round, with the remaining discarded. 
There’s strategy in when to play and when to pass. 

Adventures are played in self-contained modules, 
much like classic D&D modules. The campaign map 
provides increasingly diverse modules to choose, plus 
shops to buy cards and taverns to recruit/replace heroes. 

A free-to-play game, Card Hunter is constantly in 
development, with new expansions and features (such 
as co-op) being added at regular intervals. Players can 
use real money to buy adventures, cosmetic changes, 
gold, loot chests and club membership - which offers 
an extra piece of loot in every chest for a period of days. 

An anomaly in today’s RPG scene, Card Hunter 
is a shining example of what a few seasoned AAA 
developers can do if they go indie. With a little help, 
they can turn a genre upside down. TH 


458 
























































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3 

CD 


F rench studio Spiders is one odd developer. Their 
first RPG, Faery: Legends of Avalon (2009), was 
an extremely unusual title, where you would 
play as fairies, battle in JRPG-style turn-based combat 
and freely fly across maps such as the giant world tree 
Yggdrasil or the Flying Dutchman. 

They followed with Of Ores and Men (2011), a 
more “standard” kind of CRPG with RTwP combat, 
yet bold enough to cast players as the monsters - an 
Ore and a Goblin tasked with killing the human king. 
Then came Mars: War Logs (2013), an Action RPG 
about a veteran soldier and a boy escaping prison in a 
dystopian sci-fi society ruled by Technomancers. 

All these games were very unusual and creative, 
but suffered heavily from tight budgets and some 
poor design choices: small and linear areas, repetitive 
combat, extremely limited exploration and character 
progression, rushed endings, etc. 

Bound by Flame is an attempt to fix all that, 
polishing the systems from Mars: War Logs and 
solidifying their Bio Ware influences. The game is still 
divided into hubs, but they are larger than before. The 
combat has been greatly enhanced, featuring three 
fighting styles (Warrior, Rogue and Pyromancer), 
varied weapons, five romanceable companions, and a 
very well-done crafting/customisation system. 

However, the story became a cliched medieval 
fantasy hero’s journey. You’re struggling against the 
world-destroying Ice Lords and their undead scourge 
when something goes wrong and you’re possessed by 
a fire demon. You’re granted power, but must often 
choose whether to keep your humanity or allow the 
demon more control in exchange for power. 

For the first two hours or so, Bound by Flame is 
an impressive game. But, sadly, as you go on, the same 
old problems begin to rear their heads. 


Combat and enemies quickly grow repetitive, 
there’s too much backtracking, few choices matter, 
the pacing is inconsistent, it lacks polish and the 
game’s quality declines as you advance, up until an 
abrupt ending to what should’ve been an epic saga. 
Thus, Bound by Flame is hard to recommend. While 
arguably the best Spiders title gameplay-wise, it feels 
lacking next to most RPGs and, worse, it lacks that 
bold, exotic creativity that their previous games had. 
Plainly put, it’s generic and underwhelming. 

Still, it might be interesting for those just looking 
for a story-driven Action RPG with decent combat, 
romances and all that - a low-budget Bio Ware-like 
game. But if you’re looking for something fresh, then 
I suggest giving Of Ores and Men a try instead. FE 




Combat is in real 
time, but you 
can freely pause 
to cast spells, 
use items or give 
orders to your 
companion. 


The crafting 
system stands 
out and allows 
you to add or 
replace parts of 
your weapons 
and armour to 
customise them 
to your playstyle. 















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CD 

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M&M X on\y 
got one DLC, 
entitled The 
Falcon & The 
Unicom. It adds 
a post-game 
dungeon that 
strips your 
party of all its 
high-level gear, 
and is much 
harder than the 
core game. 


The game offers a 
segmented open 
world with some 
gorgeous vistas. 

The day-and- 
night cycle also 
plays a role in 
some puzzles. 


You'll collect 
several rare relics 
and artefacts, as 
well as blessings 
that allow you to 
enter previously 
unreachable areas. 



A fter the failure of Might and Magic IX in 2002, 
Ubisoft bought the series and kept making 
Heroes of Might and Magic games and spin¬ 
offs like Dark Messiah of Might and Magic (2006) - 
but never returned to the main RPG series. 

However, the unexpected popularity of Legend 
of Grimrock in 2011 led to passionate developers at 
Limbic Entertainment to propose to Ubisoft an old- 
school RPG revival: Might and Magic X - Legacy. 

You begin by creating a party of four heroes, 
choosing from Humans, Elves, Dwarves and Ores, 
each with three unique classes. Faithful to the series, 
you can later hire up to two NPCs to help you with 
passive bonuses, learn additional skills and perform 
special quests to earn a class promotion. 




Surprisingly, M&M X abandons the free 3D 
movement of M&M VI to IX, replacing it for a very 
old-school grid-based system, with the party moving 
square-by-square. In spite of this dungeon crawler-ish 
gameplay, the game features an open world, with 
towns, forests and mountains to explore. 

Compared with other open-world titles, its 
closer to Gothic than Skyrim, as you can wander freely 
(some road blocks aside), but enemies in certain areas 
will tear inexperienced parties apart. 

While exploring the world you’ll come across 
monsters, side-quests, merchants, optional dungeons, 
secrets, puzzles and the series’ usual trainer NPCs, 
which are necessary to improve your skill tier. 

In line with its old-school ambitions, the game 
also returns to turn-based combat. Battles can be very 
challenging, and there’s plenty of skills, spells and 
status effects to handle, making M&M X arguably 
the most tactical game in the series, despite a rather 
annoying over-reliance on unfair ambushes. 

From a graphical point of view, the whole game 
was built on a tight budget, reusing many assets from 
Heroes of Might and Magic VI. And it shows, alternating 
very pleasant landscapes with really bad textures. On 
the whole, however, exploring the various areas and 
environments is a satisfying experience. 

Unfortunately, the game is very badly optimised, 
leading to frequent frame rate drops and graphical 
issues, plus other annoying bugs. Ubisoft s Uplay store 
and invasive DRM can also be a hassle. 

Overall, Might and Magic X - Legacy is a good 
and surprisingly old-school RPG. Clearly developed 
by fans of the series, it offers modern accessibility 
improvements, but also high difficulty and complex 
systems. Sadly, it sold poorly, so Ubisoft pulled the 
plug and another sequel is unlikely. AM 


460 



































T he Banner Saga is the first game in a planned 
trilogy of story-driven, tactical RPGs with a 
nice smattering of choice and consequence 
and beautiful hand-drawn artwork. 

Banner Saga is built around the concept of an 
ongoing apocalypse, told from the perspective of two 
different groups and their respective caravans, and 
the developers had no problems presenting the harsh 
choices that such an event would entail. Although the 
story is fairly linear, which characters remain alive 
depends greatly on player choices throughout. 

Since the world is ending, supplies are limited 
and required to prevent your caravans from starving, 
NPCs from leaving, morale plummeting, and battles 
becoming more difficult as a result. You can buy 
supplies with Renown, gained from battles, but its 
also needed to upgrade troops or buy items. 

The combat is turn-based, and there’s a variety of 
classes with specialised skills, offering a wide range of 
tactics. You can also move your characters’ stat points 
around between six different attributes, allowing for 
greater customisation of roles and playstyle. 

For example, you can spend points making a unit 
into specialised armour breakers or boost the number 
of times they can perform a special ability. One of said 
attributes is Will Power, which dictates a unit’s ability 
to go above and beyond their typical limits, moving 
further than normal or boosting an attack. 

A unique mechanic that separates Banner Saga 
from other games is the shared health/strength pool 
for units: damaging an enemy reduces their damage. 
However, outright killing a unit might not be in your 
best interests since the game uses an “I go, you go” 
system. Therefore, it can be valuable to leave weaker, 
heavily damaged units alive to prevent full strength 
units from getting more turns. 


The big drawback of Banner Sagas combat is the 
limited number of enemy types, many of which lack 
special abilities, which does erode the tactical depth. 
Despite that and the linear nature of the main story, 
I thoroughly enjoyed the game and its mechanics. 
The artwork also deserves a lot of praise, providing a 
unique look, with elegant hand-drawn animation and 
gorgeous Eyvind Earle-styled landscapes. 

Banner Saga 2 arrived two years later, continuing 
the story and adding improvements such as more 
enemy types and less arbitrary choices. It also allows you 
to import your saves - along with all the consequences 
of the choices you made. If the final game manages 
to properly concludes this dark, but engrossing story, 
then Banner Saga could become an all-time classic. RR 



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The Banner 
Saga was one 
of the first big 
Kickstarter games, 
raising $720,000 
in 2012 and 
inspiring many 
similar titles. 
After self-funding 
Banner Saga 2, 
Stoic returned to 
Kickstarter with 
Banner Saga 3 
in 2017, raising 
$410,000. 


Upon achieving 
enough kills, 
all basic classes 
can level up and 
later upgrade 
into one of 
three specialised 
classes. 


You can use skills 
to attack your 
enemy's health, 
reducing their 
HP and strength, 
or attack their 
armour, reducing 
their damage 
absorption. 


461 

























F rom a quick glance, NEO Scavenger is just a 
Flash-based roguelike developed by a one-man 
team. However, like an expert scavenger, it 
knows how to make the most of its limited resources 
and manages to create something truly valuable. 

You start by choosing your characters traits. The 
game uses an advantage and disadvantage system that 
should be familiar to GURPS fans, allowing you to gain 
points by picking negative traits (Insomniac, Feeble, 
Myopia, etc.) and spend points on positive traits 
(Tough, Hacking, Tracking, Botany, etc.). While not as 
complex as other character systems, these will heavily 
alter each character’s choices and playstyle. 

Once that’s done, you wake up from cryogenic 
sleep, only to find out that the world went to hell. Now 
you’re in the middle of a post-apocalyptic Michigan, 
wearing only a medical gown, a weird amulet and a 
wrist strap labelled “Philip Kindred”, and it’s up to you 
to figure out what happened, why you were frozen and 
find some clothing and food - but not in that order. 

NEO Scavengers defining feature is being a rather 
experimental game, mixing a survival roguelike gameplay 
with Choose Your Own Adventure segments, plus as 
a unique approach to presentation. 


Combat, for example, is turn-based and doesn’t 
feature a single frame of animation. Instead, you select 
commands, such as “shoot”, “kick” or “sneak towards”, 
and the combat log will describe what happened. 
While this may seem crude, it allows for actions that 
even triple-A games find too complex to animate, 
such as head-butting, leg tripping and even grappling 
(with mods) - all while pushing a shopping cart. 

Still, the most interesting aspect of the game is 
how it obfuscates its stats. NEO Scavenger never tells 
you how many hit points you or your enemy have, 
how much damage a weapon does or to what extend a 
concussion or a fever affects you. Everything is up to 
your own judgement. You don’t replace your baseball 
bat for that machete you just found because the game 
says it does +10% fire damage, but rather because you 
- the player - feel safer with it. 

These are some very bold design decisions, 
especially in this graphics- and DPS-driven era. More 
importantly, they succeed in transmitting a unique 
sense of tension, as you mentally visualise yourself 
rolling in the mud, tired and wounded, attacking 
another desperate survivor with a tree branch and 
wondering who will drop dead first. 



Items degrade, plastic bags rip open and there's never The crafting system is very elaborate and intuitive, 

enough room to carry everything you want - or need. which is good, because using it is vital for your survival. 



462 












"I think some folks prefer stats, 
and stats definitely have their place. 
But I wanted to see how it felt 
hiding that stuff to make it more 
about judgement calls and play 
experience. That, and the absence 
of information makes us fill in the 
gaps with our own interpretations. 
Usually those are cooler than 
anything I could come up with!" 

- Daniel Fedor, 
NEO Scavenger's creator 



The game's CYOA 
segments have 
great writing 
and atmosphere, 
but can kill you 
without warning, 
forcing a restart. 


Every aspect of NEO Scavenger follows this 
logic. The game features a robust survival system that 
requires you to regularly eat, drink, sleep, treat your 
wounds, protect yourself from the cold and medicate 
against diseases. Of course, not all water you find is 
safe for drinking, and eating meat without cooking it 
might be a bad idea. Even something like wearing two 
right-foot boots can result in blisters and affect you 
negatively. Is it worse than walking around barefoot? 
It’s up to you to figure it out. 

Along the way, you’ll die - a lot. But it’s OK, the 
fun in NEO Scavenger lies precisely in learning how to 
survive this harsh post-apocalyptic world. The many 
characters you create will never gain experience nor 
level up, but after a while you - the player - will learn 
how to scavenge, craft items, assess risks and survive 
for a few days without dying of hypothermia. 


At that point, you might then be ready to begin 
searching for answers, to discover out what happened 
to the world, to explore its borders, interact with its 
inhabitants and follow whispered rumours towards 
the game’s cryptic main quest. Or become a cannibal. 
It’s a dog-eat-dog world out there. FE 

Mods: 

Extended NeoScav: Expands the game in every way, 
adding new traits, crafting recipes, combat moves, 
factions, items, quests, locations and even a rideable 
bicycle, plus a few well-thought-out balance changes. 

Mighty (mini)Mod of Doom: Despite the name, it 
also adds a huge amount of content and rebalancing. 

Science & Sorcery: This WIP mod aims to give a 
Shadowrun -ish feel, adding magic to the game. 


Jlain Menu 
Haves left. 

Hungry 


f Last Flow* 

Dover 

VitibfE?! 

player Weapon: 




& 


SIdked Thirst 


Norte 
Yes 

Person- "Raua ger 1 ' 
nuftitaa r p ocke K kni Fe 





Blue Frog 

Preacher 


Cover: 

Viable 

Weapon: 


None 

Yes 

punch 


Tired 

Urburdened 
Danfort able 
Outdoor Tenj 
In Pain 

m 00 


Conditions' Tough 

Pt/iingsfed 
w/string 
Unable to Run 


^ +- 


Range; 0 

Best Cover Lav 
Tpprtnn: Treacherous 


Conditions' Strong 
Tough 
Vulnerable- 
Fallen 
Bleedhg 





3 Currently Selected Response: 


Options f or- this encounter. 


J. JLJ- LJ_ 

PutchofH 


Kick 

Kick the target while they'r e 
dtwn. 

Chance to injure target, pints 
keep then f alen and?oroe the*n 
to lose next turn. 

Ptast be in nelee range. 

Must see target. 

Hidh chance oPberuCj detected if 
hidden. 

Not always available. 


w Ertd Turn** 


hufcitool blade 


her is Weeding. 

Kue Frog Preacher gots up. 

Flayer kicks Blue Fr-og Preacher whfle theyYe dawn/ 

™ End Turn” 

Blue Frog Preacher is bleeding. 


'iunt regain f ooting to continue 



The abstract 
combat screen 
allows for 
unusual and 
elaborate scenes 
to take place, 
such as kicking a 
religious fanatic 
while pulling a 
plastic sledge. 


463 























The game 
excels on its 
diverse combat 
scenarios, like 
battling zombies 
on a crypt lit only 
by occasional 
lightning strikes. 


The character 
system is complex 
and allows for a lot 
of customisation, 
but Blackguards 
is sadly lacking in 
equipment variety. 


K nown for old-school point-and-click adventure 
games such as Deponia and Edna & Harvey , 
German developer Daedalic took gamers by 
surprise by releasing Blackguards - a tactical turn-based 
RPG based on The Dark Eye tabletop ruleset. 

While the story sells itself as a dark narrative 
where you play as outlaws, its rather cliche and heroic. 
The Dark Eye ruleset is the true drawing point. While 
some of it was cut, such as most non-combat talents, 
it remains a solid and complex (if rather intimidating) 
classless system, offering ample freedom when creating 
your character. Its a joy for hardcore players, but very 
poorly explained for newcomers, and the forced party 
members end up limiting some of your party-building 
possibilities - sometimes even forcing a restart. 




Blackguards knows its limitations and uses some 
unconventional design choices to compensate for them, 
betting everything on its battles - cities are presented as 
simple animated backgrounds with stores and NPCs 
to talk with, exploration is limited to a 2D world map 
full of icons, dungeons are but a semi-linear sequence 
of battles without rest, and the story is told via simple 
cutscenes, with an occasional decision to be made. This 
leads to a unique “Western Final Fantasy Tactics” feel, 
and while the game's first hours are very linear, it later 
opens up to a wide range of interesting side-quests. 

Daedalic’s background as an adventure game 
developer is felt here in an unusual way. There are no 
random battles in Blackguards , meaning that every 
encounter happens in a unique arena specifically 
designed for it, often with unique challenges or tactical 
puzzles. There are traps, time limits, holes that spawn 
enemies, movable and destructible objects, healing 
orbs, falling chandeliers, mechanical blades, flying 
dragons, swamp gas, giant tentacles, mind-controlling 
plants, drawbridges, collapsing passageways, a giant 
cage on a crane, etc. There’s not a single RPG out there 
that offers so many interesting combat scenarios. 

This alone makes Blackguards a must-play for 
any tactical fan - or RPG designer. Unfortunately, the 
game stretches out for far too long (40 to 60 hours), 
and the limited variety of enemies and equipment 
results in a rather stale second half of the game. 

Even more unfortunate was Daedalic s failure to 
realise what made the game fun. Blackguards 2 (2015) 
streamlined the RPG elements to focus on an ambitious 
strategic campaign, and the tightly crafted encounters 
were replaced by poorly balanced battles against hordes 
of respawning enemies. It pleased reviewers, but not 
players, selling at only a fraction of the first game and 
likely ending the Blackguards series. FE 


464 


















R ole-playing games usually try to find a balance 
between world-building and game mechanics, 
but very few of them try to merge them. 
Transistor is an intriguing attempt at doing so. At 
first glance, it uses the same concepts as Bastion , with 
an ominous narrator, real-time combat and a strong 
reliance on music for storytelling. But it quickly 
demonstrates its own individuality. 

The story revolves around Red, a singer living in 
the retro-futuristic city of Cloudbank. Escaping from 
a murder attempt, she comes into possession of the 
Transistor, a tremendously powerful sword. With this 
blade in hand, your goal is understand the mystery 
behind it and stop the Process, an army of robots bent 
on destroying Cloudbank. Confusing in some aspects 
but very straightforward at heart, the storytelling 
succeeds in creating a touching experience. 

Programming terminology cleverly parallels every 
game concept and shapes Cloudbank into a unique 
setting. Music, in particular, is the key of Transistors 
identity, tying to Reds character, evolving according 
to the situation and retelling the story through songs. 
Needless to say, the soundtrack is gorgeous. 

Using an isometric point of view, you guide Red 
and her huge blueish sword through the gorgeous 
landscapes of Cloudbank, fighting various units of 
the Process on your way. Combat is in real time and 
four functions (special attacks) can be equipped, from 
quick shots to massive area attacks. The catch is that 
enemies are fast, possess various types of annoying 
abilities and some might even respawn. 

This is where the Transistors powers become 
useful. By activating a power called TURN(), Red can 
stop time to plan and queue actions in advance. Once 
ready, your plan is instantly executed and a cooldown 
starts to use TURNQ again. 


Experience expands Reds powers by opening 
secondary slots or obtaining new functions. The latter 
can be equipped as direct attacks, as improvements on 
other functions or as passive bonuses. For example, 
Reds initial function CRASH() is just a powerful blow, 
but in an upgrade slot it stuns enemies, and used in a 
passive slot it makes you immune to slowing effects. 

There are 16 functions in total and experimenting 
is super fun. Some combinations are overpowered, but 
you can also use handicaps, which make the enemies 
stronger but assure you some nice experience bonuses. 

The most compelling aspect of Transistor is how 
everything blends together: its beautiful soundtrack, 
gorgeous art direction, interesting world-building and 
surprising battles. Even if its a short game. TR 



The beautiful 
world is shown 
through an 
isometric view. 
Combat is in 
real time, and 
you can equip 
up to four active 
skills at once. 


When TURNQ 
is activated the 
game pauses, 
allowing you to 
plan and instantly 
execute a short 
sequence of 
actions. 


465 











D:OS was 
crowd-funded 
on Kickstarter 
in 2013, raising 
$900,000. The 
sequel was 
also funded 
by Kickstarter, 
raising 2 million 
dollars in 2015. 


You start the 
game by creating 
two characters. 
The game offers 
a few classes 
to choose, but 
you can fully 
customise them, 
editing stats, 
abilities, spells 
and talents. 


T he Divinity series isn’t the story of a world, but 
an ambition. Since 1999, Larian Studios and 
its CEO Swen Vincke have had the dream of 
not merely walking in Ultima VIE s mighty footsteps, 
but finally surpassing it. 

It’s been a bumpy road, with 2002’s Divine Divinity 
biting off more than it could chew, and subsequent games 
being marked by fantastic, original ideas - be soulbound 
with an evil knight! Turn into a dragon! - often undercut 
by more mundane concerns like shaky core foundations, 
and simply trying to keep the lights on. 

With Divinity: Original Sin , however, all the pieces 
finally came together. Kickstarter proved the thirst and 
funding for classic-style RPGs was there (though D:OS 
was far from old-school), while a new approach to 
development provided the much needed foundation for 
Larian’s crazier ideas, such as elemental-focused combat 
that swiftly turned any battlefield into a flaming hellscape, 
letting you cast rain for everything from putting out a 
burning ship to extinguishing enemy bomb fuses. 

That twist was to focus on multiplayer first - not, 
as Neverwinter Nights had done, necessarily with the 
goal of prioritising that in the final game, but forcing 
the team to create systems and scripts capable of 
anything the player might do. 



Murder everyone in town? Abuse teleportation 
and other spells? Divinity: Original Sin had to be 
ready, without taking cheap cop-outs like just ending 
the quest if a particular NPC died, or breaking in the 
event of a sequence break. 

Instead, that Ultima VII inspiration came back 
in full force. Ultima VII and D:OS actually have 
very different design styles, with D:OS enforcing a 
fairly linear route versus Ultima VII merely strongly 
suggesting it, but what they share is a commitment 
to an open world that works naturally Bosses, for 
instance, aren’t immune to tricks like being teleported 
out of their arena into one of your choosing. In one of 
the cooler interactions, you can even run a two-man 
con on the NPCs by engaging one in conversation and 
having another sneak behind them and steal things. 

The result was a triumph. Divinity: Original Sin 
instantly validated and justified Larian’s hard work in 
the eyes of its critics, as well as delighting fans who’d 
been there for the long haul. 

If it had issues, it was that the overall plot was a 
bit of a mess, and the company’s love of comedy made 
it feel a bit *too* silly. The linearity was also an issue, 
with a strict intended path. These were subsequently 
fixed with a major free update/re-release, the Enhanced 
Edition which, amongst other things, tweaked the plot 
to make more sense, altered the ending, and added 
controller support and a full voice-over. 

Luckily, one thing nobody can say about Larian 
is that it sits on its laurels. At first glance, Divinity: 
Original Sin 2 (2017) looks like much the same game. 
Under the hood, however, it takes everything that the 
first game tried and cranks it up to 11. 

Now you have up to four player characters, often 
with competing objectives in each location, and all 
after the same thing - their shot at godhood. 


466 









''During a demo, I think at the 
German magazine Gamestar, I was 
told that we'd probably have to 
re-educate players because they're 
not used to this type of gameplay 
anymore, conditioned as they seem 
to be by all the streamlining games 
go through nowadays." 

- Swen Vincke, 
Divinity: Original Sin's director 
and Larian's CEO 



Combat is turn- 
based and uses 
action points, but 
its defining feature 
is how you can use 
spells, objects and 
the environment 
to your advantage, 
such as igniting 
a pool of oil, or 
freezing wet 
enemies. 


Its a game that outright encourages you to split 
up the party, pretending to play nice while really 
sabotaging each other with tricks like dyeing a 
green poison potion "health red" and slipping it into 
another party member’s backpack. 

On top of this, each character has their own 
unique story, the world is packed with encounters 
and decisions, and the interaction density is almost 
ridiculous. The first Divinity: Original Sin offered a 
trait called "Pet Pal" that allows you to talk to animals, 
mostly for jokes, but sometimes for hints and hidden 
quests. The sequel not only has that, but characters who 
respond differently based on your race and other traits, 
magic that makes it possible to camouflage yourself as 
something else, and the ability to talk to the ghosts of 
the dead. Then eat their souls for magic points. 

The result is a fantastic experience. The humour 
and imagination is still very much there, just more 
deftly handled, while the plot is simple enough to 
keep humming along under the action but big 
enough in scale to take in any short story that an area 
designer wants to tell - anything from epic dramatic 
battles at sea, to the tale of a chicken corrupted by 
primordial magic, or a magic statue unimpressed by 
RPG heroics and the idea of the ends justifying the 
murderous means. 



D:OS offers a rarely seen level of freedom, allowing players to 
steal and kill NPCs, freely move objects around, craft, etc. 


The linearity remains a nuisance, and sometimes 
the mass of scripting does fall over itself (especially in 
the final map), but with so much good stuff to find, it 
matters much less than it might. 

As said, though, Divinity has been a path as much 
as a series. Its as notable for how it started as what its 
become, and its evolution a credit to both Vincke and 
his team over the years. While "beating" Ultima VII is 
likely an impossible goal for any RPG, simply because 
they’re not so much fighting the reality of Ultima VII 
as the Platonic ideal of it in the worlds memories. 
There's no arguing that, in following its lead, Larian 
has done its legacy proud. 

More importantly though, regardless of nostalgia, 
it created a series that can proudly stand in the top tier of 
modern RPG development, and proved that, wherever 
they head next, its going to be worth following. RC 

Toolset and Game Master Mode: 

Alongside Divinity: Original Sin , Larian also released 
the Divinity Engine, a toolset to create your own maps 
and adventures and/or edit the game’s main campaign. 
This was greatly expanded in the sequel, adding the 
Game Master Mode - where one player can prepare 
adventures and act as GM for up to four other players. 



D:OS2 added new races, plus the option to play special pre-made 
characters that have unique stories, goals and skills. 


467 













Lords of Xu lima 
raised $35,000 
on Kickstarter in 
2013. Backers got 
the Talisman of 
Golot DLC, but 
beware that this 
can make the 
game too easy. 


Combat can be 
very challenging, 
with monsters 
destroying your 
party with nasty 
status effects. 
Use the Deepest 
Dork mod for 
the ultimate 
challenge. 


Xulimo uses two 
mini-games for 
lock-picking and 
trap-disarming. 

They require 
character skill, 
player reflex and 
scarce resources. 


W ith the rise of crowd-funding, developers 
began to cater to a nostalgic audience by 
making “spiritual sequels” of classic RPGs. 
Sadly, many of these projects became hollow copies: 
games that mimic visuals, mechanics and themes, but 
fail to deliver that intangible quality of the originals. 

Numantian Games, a small six-man studio from 
Spain, did exactly the opposite. Lords ofXulima doesn’t 
look like any classic RPG, but definitely plays like one. 
The game tells the story of Gaulen the Explorer, a man 
chosen to travel to the land of Xulima, cleanse the 
sacred temples and help the gods return to the world. 
In an unusual twist, you don’t create or customise 
Gaulen - instead, you create the five party members 
that will accompany him, choosing from nine classes. 



Combat is turn-based and in first-person, similar 
to Might and Magic , but with some tweaks. Characters 
position themselves in a small 2x4 grid and can only 
attack adjacent units, resulting in a “tactical blobber”. 
It’s also quite challenging, and makes heavy use of 
status effects - wounds reduce stats, bleeding does 
damage every turn, stuns delay characters' actions, etc. 
This depth is combined with a large bestiary to create a 
nice variety of encounters, keeping battles interesting. 

Exploration, however, is Xulimas main strength. 
You walk around controlling Gaulen in an isometric 
perspective, exploring huge and cleverly designed 
maps. Each area has its share of mazes, treasures and 
hidden passages, all covered with a thick fog-of-war 
that makes exploration feel rewarding. 

The diversity of environments is staggering, and 
every area has its own gameplay trick: a labyrinth of 
poisonous mushrooms; a frozen tundra that quickly 
exhausts your food; a dungeon full of Tesla coils; a 
deadly monster that must be avoided; a burning forest; 
a teleporter maze; a lava lake; a massive desert; etc. 

These are complemented by bold design choices. 
The world is huge and mostly open, with tough enemies 
serving as “progress gates”. Random encounters are 
finite and occur only in some areas, with other areas 
reserved for special puzzles (where saving is disabled). 
The constant need for food keeps exploration tense, 
and money remains important during the entire game. 

However, too much ambition can be a bad thing. 
Xulima is far too long - over 70 hours - and declines in 
the second half. Character progression stagnates, areas 
feel empty, recoloured enemies appear in volume and 
the narrative never goes beyond “purify all temples”. 

Regardless, Lords ofXulima remains impressive - 
it’s a passionate tribute to classic old-school RPGs, but 
it achieves this while being its own, unique game. FE 


468 



















D espite developers efforts to state otherwise, 
the best way to describe Lords of the Fallen 
is “Dark Souls clone”. The game is a real-time 
Action RPG focused on intense battles, which require 
thoughtful approach, patience to wait for an opening 
and careful management of your Stamina bar. 

Everything, from the controls to the deadly boss 
battles and even how enemies respawn when you die 
will remind you of From Softwares Souls series. 

That’s not to say the game doesn’t try new things. 
Most notably, it features a defined protagonist - you 
always play as Harkyn, a brutish prisoner released to 
help battle an invading army of demons. All you can 
choose is his starting class (Warrior, Rogue or Cleric), 
plus one of three magic types, which are very limited 
and entirely secondary in this melee-oriented game. 

One of the game’s best twists is the XP multiplier, 
which increases with each kill and remains until you 
rest, challenging players to push as far as possible. 
Other additions include a combo system based 
on timing your strikes, runes you can socket into 
weapons, a magical gauntlet that fires projectiles, and 
challenge rooms you can complete for special items. 

The visuals also stand out, as the graphics are truly 
impressive. The art-style is gritty and intentionally 
over-designed, clearly inspired by Games Workshop’s 
Warhammer. The game’s first enemy is already a huge, 
armour-clad demon. While cool, it can feel contrived, 
as the endgame foes look much weaker, ruining the 
usual “from rats to dragons” RPG progression. 

Regardless, the graphics can’t make up for how 
limited the game is. The story is forgettable and just 
an excuse to kill stuff, but the real sin here is how there 
are few unique weapons and movesets, few enemies 
to fight, few areas to explore and, above all, very few 
reasons to ever replay the game once you’re done. 


Lords of the Fallen isn’t a bad game by any means, 
but it’s impossible not to compare it with the Souls 
games and notice how flat it falls. The core elements 
are present, but they lack the depth, scope, polish and 
unique flair that Hidetaka Miyazaki and the team at 
From Software adds to their games. 

Of course, it didn’t help that Lords of the Fallen 
came with a new type of DRM that, while it made the 
game uncrackable for months, also led to instability 
and performance issues for many PC players. 

In the end, if you have a powerful PC and enjoy 
the combat of the Souls games, you’ll have a good 
time with Lords of the Fallen , admiring its graphics 
and battling some interesting foes. But you’ll quickly 
go back to waiting for the next Dark Souls. FE 




In 2017, DecklS 
would release 
The Surge, 
another Dark 
Souls- inspired 
game, but this 
time with a 
sci-fi setting. 


There are a 
few NPCs and 
dialogue choices 
in the game, 
but they are 
forgettable 
and of little 
consequence. 


There's a good 
selection of 
equipment, but 
it follows a linear 
progression, 
limiting your 
effective choices. 


469 















5"0 

-i 3 

—-IQ 

2. O 

cr. 3 

g > 

-* IQ 

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■ ■ 


Alongside DA:I, 
BioWare made 
the Dragon Age 
Keep, a website 
where you can 
import DA:0 and 
DA2 save games 
to use in DA:I. 
Even if you lost 
the save files or 
never played the 
previous game, 
you can use 
the website to 
craft a custom 
world state. 


Combat can be 
played in the real- 
time Action RPG- 
like mode of DA2, 
or in the tactical 
top-down RTwP 
mode of DA:0. 



T he Dragon Age series is undoubtedly one of 
Bio Ware's flagship franchises, and considered 
by many to be one of the stronger fantasy RPG 
settings ever created. Dragon Age: Inquistion is the 
third instalment of the series and takes place after the 
events of both Origins and Dragon Age 2 - you can 
even import your old save files, carrying choices you 
made in the two previous games. 

Players will see all of the familiar races and 
classes available to choose from upon loading up the 
game but, unlike in Origins , their choice will have no 
impact upon the opening sequence. Upon finishing 
the introduction, players will learn that they are the 
leader of a newly formed faction: the Inquisition. 
Your main goal will be to seek out breaches (portals 
that allow demons to enter the world) and close them 
using a magic that only your hero possesses. 

The faction aspect is not new to the series, as 
the Grey Wardens played an integral role in DA:0. 
The series has a history of highlighting politics and 
its impact on the world around you, however none 
have made it such an integral part of the game. One 
of the more satisfying aspects of DA:I is growing the 
newly formed Inquisition faction from a small band 
of followers into a true power in the land of Thedas. 



By exploring the massive zones and completing 
the countless hours of side-quests, you are rewarded 
with both influence and power, tools vital to the 
expansion of the Inquisition and unlocking new 
zones. As your Inquisition grows in reputation, choices 
that you make will affect how the story unfolds and 
how those around the world see you. Do you execute an 
enemy or simply banish him to join the Grey Wardens? 
These choices provide an impact on how the story plays 
out and provide significant replay value. Your choices, 
no matter how little they may seem, matter. 

Graphically, DA:I takes the series to another level. 
The game uses EAs Frostbite Engine and, despite a rocky 
development process and still having to support last- 
gen hardware, it sports vastly improved player models, 
environment, combat and skill effects. Some of the most 
satisfying moments in the game will be taking a break 
from slaying bandits and fade the demons to simply 
appreciate the environment around you. 

And there’s certainly no shortage of environments 
to marvel at. Inquisition dwarfs both its predecessors 
- its divided into multiple zones, with a single zone 
being nearly as large as all of DA:0. Each zone is 
unique and beautiful in its own right, and contain 
enough secrets, loot and battles to keep even the most 
experienced DA veterans busy for days. 

The loot system in Inquisition is quite traditional, 
but where the game stands out from previous 
instalments is its greatly improved crafting system. 
This makes rewards from questing and looting more 
meaningful and provides depth that lasts throughout 
the entire game. No more will you have to wear the 
same armour for half of the game, as it is easy to both 
find and fashion upgrades. These upgrades provide 
noticeable differences in combat, allowing you to feel 
the growth in power of your character as you progress. 










"Inquisition was bigger than it 
needed to be. It had everything but 
the kitchen sink in it, to the point 
that we went too far... I think that 
having to deal with Dragon Age 2 
and the negative feedback we got 
on some parts of that was driving 
the team to want to put everything 
in and try to address every little 
problem or perceived problem." 

- Cameron Lee , 
Dragon Age: Inguisition's producer 



The Dialogue 
Wheel was 
expanded, 
displaying new 
emotions and 
choices that 
require money, 
specific perks or 
classes/races. 


The combat in DA:I will prove satisfying for both 
those who enjoyed the more tactical approach of DA:0 
and those who preferred the more action-oriented 
DA2. Encounters are normally played in real time, 
with the ability to perform basic attacks, cast spells, 
use abilities and switch in real time between your 
party members. At any point, combat may be frozen 
and a tactical overhead view will allow you to plan 
the attacks of each of your four party members. Once 
you are satisfied with your tactics you may return the 
game to live action. Both modes are extremely fluid 
and transitioning between them is seamless. 

Joining you on your quest will be a mix of 
familiar faces from previous games and a stout cast of 
new companions. As with all Dragon Age games (and 
Bio Ware games in general), the voice acting is top- 
notch and creates some very unique and memorable 
characters. Dorian and Cole in particular stand out 
and provide some of the best storylines and dialogue 
throughout the journey. 

Fans of the series will also be excited for guest 
appearances of some of the more popular characters 
from the previous two instalments. 

Yet, despite several familiar faces from previous 
games, Inquisitions story is a far cry from the 
beloved first instalment, Dragon Age: Origins. 



The War Table allows you to manage your Inquisition, 
dispatching advisors and doing missions to earn resources. 


While it has its moments, it fails to properly 
create a sense of urgency or really allow you to become 
properly invested in what is at stake. Compelling 
individual character storylines are present, but they 
don’t seamlessly fit into the grand scheme. 

The same could be said about some side-quests, 
which can feel like busy work. There are hundreds of 
them, which can unlock mounts, powerful items and 
help grow your forces. Some players might find them 
repetitive and just skip them, but others will be able 
to ignore the main story for hours upon hours of play. 

The game had several DLCs and three expansions 
- Jaws of Hakkon , The Descent and Trespasser. The 
first two simply add new areas with more content, but 
the last greatly expands the game’s ending and story. 

DA:I is also the first Dragon Age game that 
features a multiplayer mode, where you and four 
other players battle your way through increasingly 
difficult levels of randomly generated monsters. 

Ultimately, Dragon Age: Inquisition builds upon 
the strong foundation of the series and other Bio Ware 
RPGs, by adding tons of content and replayability. 
While it may lack the charm and polish of DA.O and 
some of Bio Ware's early RPGs, it’s still a game you 
can easily sink over a hundred hours on your first 
playthrough - and still be eager for more. CHR 


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Crafting expands the series' usually limited loot, featuring 
multiple materials that imbue items with unique bonuses. 


DATs first 
expansion, 

Jaws of Hakkon, 
was released 
for all platforms. 
The following 
ones, however, 
abandoned the 
older consoles 
and were 
exclusive to 
PC, Xbox One 
and PS4. 


















Character creation 
mixes stats, skills 
and perks to offer a 
lot of possibilities, 
but not all of them 
are viable. Some 
stats, like Strength, 
aren't very useful, 
and there are stat 
thresholds which 
punish some builds. 


I n the innocent days of 2012, game designer 
Tim Schafer ( Full Throttle , Psychonauts , Grim 
Fandango) , using a little-known platform called 
Kickstarter, went directly to the public to raise funds 
for the development of a new computer game. His 
hope was to avoid the necessary evil of publisher 
oversight, freeing the developers to work their 
creative magic entirely by their own rules. Schafer 
asked for $400,000 but ended up raising 3.3 million 
dollars, changing crowdfunding forever. 

On the heels of this accomplishment, producer 
Brian Fargo saw his opportunity to do the same thing, 
and revive a project that had been burning in the back 
of his mind for nigh 20 years. Wasteland 2 was to be 
both (officially) a sequel to Fargo’s 1988 top-down party 
RPG, Wasteland , and (unofficially) a spiritual successor 
to Fallout and Fallout 2, the isometric single-character 
classics. Fargo’s proposed team roster was filled with 
heavyweights: Alan Pavlish, Jason Anderson, Ken St. 
Andre, Michael Stackpole, Liz Danforth and others, 
many of whom worked on the original games. 

More important than the names, Fargo’s company, 
inXile Entertainment, promised to revive a style of game 
that had lain comatose for all that time. They raised over 
$3,000,000 - including an important $30 of my own. 



I grew up on Wasteland , and the announcement of 
this project represented a chance to relive an uncritical 
childhood joy. Ultimately, even filtered through the 
cynicism of adulthood, my gamble paid off. 

So what did we get, exactly? Wasteland 2 is the 
story of a quartet of newly minted Desert Rangers, 
post-apocalypse cops somewhat in the vein of Mad 
Max , with a more cowboy feel. 

Who are these Rangers? Wonderfully, that 
is up to you. Sincerely helpful protectors of the 
innocent? Disinterested mercenaries doing the bare 
minimum? Hardened killers who solve every problem 
by butchering both perps and victims? Professional 
soldiers in leather and fatigues? Drunken lunatics in 
gorilla suits and lingerie? There’s even a path for players 
who don’t want to be Desert Rangers at all. Blow off 
missions, attack the innocent, steal, raid, and kill your 
boss; you will find that there are scripted consequences 
there too, with a full alternate ending. 

Wasteland 2 hangs its hat on substantial choices, 
and it delivers. Side with a paramilitary organisation 
intent on bringing order to a chaotic trade route, and 
you’ll be forced to battle the cult that currently controls 
the region; or you can side with the cult and do a 
completely different set of missions, or play the two 
against each other, or fight them all. These decisions 
may have resounding effects on your game. 

Part of W2’s deep commitment to player agency 
includes the ability to fail. Try to save a drowning boy 
and you might end up killing him. Investigate slaver 
activity in an attempt to rescue an innocent girl and 
your actions might lead to her suicide. Resounding 
success in one mission might mean another becomes 
unsolvable or irrelevant, imbuing your choices with 
true consequences. Tanking a mission never means a 
“game over” unless your squad is wiped out entirely. 


472 




















"One of the things we liked about 
Wasteland 2 is there were multiple 
endings along the way. You didn't have 
to play the game all the way to the 
'normal' ending to win. Because what's 
a 'win'? It's a narrative, right? You're 
telling your own story. So we redefined 
what winning means.'' 


- Chris Keenan, 
Wasteland 2's director 



Dialogues allow 
for several kinds 
of choices and 
skill checks, but 
also features a 
keyword system; 
a call back to the 
first Wasteland 
which feels oddly 
out of place. 


“Failing forward” is a foreign concept to many 
gamers but, for those of us who appreciate the concept, 
the freedom on offer here is rare and precious. 

Missions range in tone from deadly serious to 
outright goofy. You’ll battle an organised gang of 
murderers by assaulting their fortress in an hours-long 
campaign of blood and horror; then save a man from 
being executed for the crime of dandruff by donating 
Earths last surviving bottle of medicated shampoo. 

W2s areas are connected by a sprawling world 
map, replete with lethal radiation, random encounters, 
and secrets. Once inside an area, the game assumes 
a % perspective reminiscent of Fallout's , now fully 
rotating in 3D. Combat is turn-based with light tactical 
elements, focusing more on statistics than strategy. The 
addition of “called shots” in the 2015 s Directors Cut 
edition gave combat more depth than simple hit point 
attrition: one Ranger might shoot an enemy’s arm to 
spoil his aim, buying the others time to kill him. 

Character-building includes not only stats and 
skills, but Perks a la Fallout as well. My team featured a 
Bloodthirsty Opportunist who received a bonus when 
attacking wounded targets and scored extra Action 
Points for finishing off enemies, and a Thick-Skinned, 
Hardened, Weathered melee Slayer who moved with 
the grace of a buffalo but was virtually indestructible. 



The Ul features some poor design choices, but also quality-of- 
life improvements such as automatically distributing loot. 


Which brings us to the issue of balance. It isn’t 
great - by the end of the game on “Ranger” (Hard) 
difficulty, all my characters had a 100% chance to 
hit every shot, and an outlandishly steep gear curve 
meant my armour shrugged off any attacks short of 
nuclear weapons. I still had fun, but for a substantial 
challenge, “Supreme Jerk” difficulty is recommended. 

The game is packed with content; a typical 
playthrough may take 40 or 50 hours. This is a double- 
edged sword in that it makes W2 hard to replay, which 
in turn makes it difficult to appreciate the choices 
you’re making and the consequences unfolding around 
you. Who knows how things might have turned out at 
the end if I’d made different decisions at the beginning? 
Is it worth another 40 hours to find out? 

Still, not seeing all the outcomes made my choices 
feel more my own. One doesn’t read a CYOA book from 
cover to cover; that misses the point. Meeting friends, 
making enemies, deciding who lived and who died - 
my journey was not quite like any other. I uncovered a 
lie and spread the truth, and a whole region descended 
into violent chaos. I shot an innocent man and let a 
guilty one go free, and covered up my crimes for what 
I thought was the greater good. Did I do right? Could 
I have done better? Maybe some day I’ll tell the story 
again in a different way and see what happens. RJS 



You explore the wasteland via a 3D overworld map, dealing 
with radiation, random encounters and limited water supplies. 


473 































p CO 

<D O 

c/> C 


o 

*“ 

o 




The Stick of 
Truth was 
censored in 
Germany for its 
Nazi imagery, 
and in some 
other countries 
due to scenes 
involving anal 
probing by 
aliens. 


You control your 
kid and a friend 
during combat, 
using melee 
attacks, ranged 
weapons, skills, 
items, summons 
and farts to beat 
your foes. 


The menus are 
displayed as 
if they were a 
Facebook page, 
with characters 
adding you as 
a friend and 
commenting on 
recent events. 



T he first time I saw The Stick of Truth, it felt like I 
was watching the TV show - maybe something 
like their famous “Make Love, Not Warcraft” 
episode. This was partially because the visuals of the 
game perfectly match those of the show, and all the 
voices and even some of the writing is done by the 
show creators, Matt Stone and Trey Parker. 

However, what truly makes The Stick of Truth 
feel like the show is its pacing. RPGs have a tendency 
of being long, overwritten and full of pointless filler 
(something Obsidian often struggles with), but here 
you have a game that is short, concise and fast-paced - 
just like the TV show. Its a comedy about kids playing 
an RPG, and all its rules, stats, battles and other genre 
tropes are used as tools to deliver jokes. 




You play as “the new kid”, who just moved into 
South Park and joins Cartman and his friends in 
playing an elaborate RPG-like game. The entire town 
is available for you to explore, and its a fan-service 
overload, packed with jokes and references to the show. 

As your kid explores and completes quests, he’ll 
make friends (who can join him in battle) and find new 
equipment, allowing you to customise his look and 
skills. Each area is short and only has a few battles, most 
of which can be skipped by using the environment - 
such as farting on a candle to burn nearby enemies. This 
helps keep the pace tight and avoid repetition. 

Combat is turn-based and very similar to the 
Paper Mario series, where you can empower attacks 
and block with timed button presses. Its easy and 
unbalanced, but its goal is not to challenge players 
- it’s there to deliver jokes, allowing you to listen to 
funny taunts, use farts as magic, dodge giant testicles 
mid-battle and summon Jesus to kill your foes. 

Lasting only about 10-15 hours, the game ends 
before becoming repetitive or running out of ideas - 
something that more RPGs should do. 

The sequel, South Park: The Fractured but Whole 
(2017), ditched Obsidian in favour of Ubisoff’s internal 
studio, which brought several changes. Now the kids 
are playing as superheroes and parodying Marvel and 
DC movies, but the game lacks the novelty and tight 
pacing of its predecessor. It adds a more complex 
character system and grid-based tactical battles, which 
pleased some players, yet feels somewhat misguided. 
Spending a lot of time fighting tactical battles in a 
comedy game is a bit like playing Doom for the story. 

Nevertheless, both titles are a joy to South Park 
fans and will please those interested in a funny and 
short adventure. But if you’re looking for a deep RPG, 
there are way better options out there. FE 


474 
































U nderRail is, quite simply, one of the greatest 
CRPGs created since the turn of the century. 
It exemplifies the concept of building living, 
breathing worlds, popularised once upon a time by the 
old Origin Systems tag line: “We create worlds” 

A post-apocalyptic game clearly reminiscent of 
the original Fallout , UnderRail certainly pays homage, 
but also manages to stand as its own unique game. 

The character system is very traditional: there 
are seven base attributes; over 20 skills divided into 
Offense, Defense, Subterfuge, Technology (item- 
crafting), Psi (mental powers), and Social; and loads 
of feats tailored for various paths and playstyles. 

Players can create just about any type of character: 
a blockhead who wears tailored heavy armour and 
swings an electrified sledgehammer; a blaggard who 
sneaks around with a poisoned serrated knife; a psi- 
user who traps enemies behind force walls and pulps 
their brains with a thought; a commando who uses 
his customised assault rifle, flashbangs, and grenades 
to blast his way out of everything; a ranger who uses 
stealth, deadly traps, and a silent crossbow to eliminate 
his enemies one by one; a diplomatic sniper; and many, 
many more viable combinations. 

Yet, for me, the exploration aspect of UnderRail 
is its greatest achievement. Rooms are packed with 
interactions, from the usual boxes and crates to vents 
you can peek or crawl through, locked doors to pick, 
ladders to climb and hidden nooks to uncover. The 
games level design makes clever use of intricate, 
interconnected, multi-level rooms and terrain featuring 
dead ends, one-way passages, and so on, in such a way 
that navigating the environment is a challenge by itself. 

Its also rewarding, thanks to the Oddity system, 
which awards XP for exploring and uncovering hidden 
items - an alternative non-combat experience source. 


Heavily inspired by Fallout , UnderRails combat 
is turn-based, isometric, and based on action points. 
Its simple but challenging - and highly satisfying, thanks 
to the sheer variety of weapons, skills and enemies. The 
denizens of UnderRail have many unique tricks that the 
player must learn to recognise and counter in order to 
survive. Many times during some of my playthroughs, 
Id inch my way into a room, toss a flashbang in a likely 
direction, then dash back out again, hoping to flush out 
possible lurkers and avoid being back-stabbed. 

UnderRail isn’t without flaws, lacking in intricate 
dialogue trees and meaningful choices and consequences. 
Still, considering that it was mostly made by one man, 
these are understandable shortcomings. UnderRail is a 
massive incline, and no CRPG fan should miss it. JBH 






n> 


70 

QJ 


UnderRail was 
first released 
in 2012 on 
Desura, where 
fans could 
buy the alpha 
version to 
help fund its 
development; 
it was a popular 
crowd-funding 
system before 
Kickstarter and 
Steam Early 
Access. 


While you 
control only 
one character, 
the combat 
succeeds at 
providing plenty 
of interesting 
options and 
challenges. 


The crafting 
system is very 
detailed; you can 
create almost 
anything that 
can be equipped 
or used, and 
the wide variety 
of materials 
offers plenty of 
customisation. 


475 






















After 
Witcher Ill's 
release, CD 
Projekt created 
16 DLCs, 
including new 
quests, items, 
and a New 
Game+ mode 
- all freely 
available for 
download. 


Monster-hunting 
is an immersive 
experience. 
It requires 
learning about 
the monsters 
then preparing 
yourself and 
rewards you 
with powerful 
mutagens. 



A fter the success of The Witcher II and the 
positive buzz about its post-release support, 
expectations about the Witcher III were high. 
The development team abandoned the linear structure 
of its predecessor in favour of an open-world approach, 
yet managed to make it a world worth exploring. 

The player revisits the role of the eponymous 
witcher (a monster hunter), Geralt of Rivia. Early 
on, he learns that his adopted daughter, Ciri, is being 
pursued by the otherworldly Wild Hunt. The story 
unfolds through hundreds of main and secondary 
quests, some of which let you play as Ciri, allowing 
you to explore the story through her point of view and 
utilise her latent magical abilities. 

The game takes place in three main areas, of 
generous size. Life is poor, nasty, brutish, and short 
for the inhabitants of rural Velen, where folklore is 
more than old stories. The bustling city of Novigrad, 
and its environs, offer all the lures and insidiousness 
of a more civilised region. Finally, the isles of Skellige 
are rough, wild places inspired by Norse sagas. 

The combat and movement mechanics have 
been refurbished since the second game. Geralt is 
more agile and he can ride horses, use boats and swim 
to explore the massive game world. 



He can specialise in three distinct skill trees 
and equip various items although, due to lore, 
swords remain the most effective weapons. The 
crafting system is useful without being overbearing 
and weapon degradation is well-balanced. Reflexes 
remain important in combat, but alchemy can offer 
an extra boost. Preparing oils and potions to hunt 
the larger beasts helps the player inhabit the role of a 
witcher, especially in harder difficulties. 

Geralt can also use his witcher abilities to track 
prey and provide guidance for quest purposes. Said 
tracking skills also provide an in-world justification 
for being uniquely equipped to tackle certain quests. 
There is horseback combat, horse races, and Gwent, 
a card game along the lines of Magic: The Gathering , 
which follows a tradition of excellent card games in 
RPGs, such as Arcomage in Might and Magic VII or 
Triple Triad in Final Fantasy VIII. 

The Witcher III is technically accomplished and 
mechanically sound, but its biggest accomplishment 
is the quality of its quests. Side-quests never feel like 
they’re padding out the games length, as the game 
deftly sidesteps those cookie-cutter quests that ask you 
to gather a number of items or kill a number of enemies. 

Secondary quests serve to advance storylines 
or provide insight into the world; monster hunts 
are tied to everyday life or to the ecology of an area. 
Even treasure hunts may lead to interesting locations 
or uncover personal stories. The sheer length of the 
game invites shades of deja vu, but quality remains 
high throughout the hundreds of hours of the game. 

The Witcher III is the rare game that lets you 
memorise lines for a play you produced, and chastises 
you for not keeping court protocol. You wont help 
the bard Dandelion for a reward, but because he’s that 
kind of friend who tends to get in trouble. 


476 









"In Poland a different style of 
[tabletop] RPG was popular- 
where a story is told and throwing 
dice is less important. What's 
important is the psychology of the 
characters, the way of telling the 
story and simulating the world. 
This way of thinking is also visible 
in The Witcher." 


- Mo rein B lac ha. 
The Witcher III: Wild Hunt's 
story director 



The Witcher 
Ill's dialogue 
is excellent, 
having a natural 
writing and great 
animation. Some 
dialogues also 
allow you to use 
your skills, while 
others enforce 
a time limit for 
replying. 


Taking the time to flesh out characters and 
Geralt’s interactions with them makes the game world 
feel more concrete and lends weight to the efforts of 
the player. Combat is an integral part of the game and 
a pacifist run is not an option. However, this concern 
for the life of daily folk brings the Ultima series to 
mind despite the obvious differences. 

The incorporation of elements of Polish folklore 
helps distinguish the game from run-of-the-mill 
fantasy worlds. Certain sequences evoke an uncanny 
feeling, draw misplaced anger or make the player feel 
sympathy for the circumstances that turned someone 
into the monster they are about to face. Some of the 
choices have outcomes that are hard to discern, and 
yet, bad outcomes may not force a reload since they 
make an impression either way and feel satisfying 
from a narrative point of view. 

Sequences with very mature themes take place 
is in the same game where you are solemnly tasked to 
retrieve a favourite pan, or where you can opt to have 
a snowball fight before the climax of the game. 

It is not the first game that lets you take a break 
from questing, but it takes pains to create the texture 
that makes it worth helping a villager or cutting 
down a monster. The game also features a fitting 
denouement for the main game and the expansions. 


The first expansion, Hearts of Stone (2015), 
upends the trope of virtually invincible endgame 
characters by casting Geralt against an immortal and 
a being that can control time. There are the usual 
opportunities to fight, track, and explore, but at its 
best moments there’s a melancholic, philosophical 
sheen when exploring the toll of power and the 
circumstances of the new characters. Bosses have left 
their kid gloves at home, too. 

The second expansion, Blood and Wine (2016), 
places Geralt in Toussaint, a new region inspired by 
Frances Provence. This meatier expansion offers a 
range of quests straight from chansons de geste and 
epic poems. Geralt can join tournaments, help a 
cowardly knight fight an ogre, acquire an estate, etc. 
However, darker undertones soon become apparent. 
A certain quest with spoons is a best-in-class dark 
folk tale, and the game’s new advancement system 
keeps things interesting mechanics-wise. 

The Witcher III is the culmination of a long journey 
for CD Projekt. Their skills have increased to match 
their ambition and many will be saddened Geralt’s 
saga has come to an end. However, its achievements 
will remain with us: presenting an interesting world, 
relevant side-quests and streamlining that does not 
necessarily sacrifice depth or texture. AB 



The in-game card game of Gwent became very popular, 
eventually being released as a stand-alone game in 2016 . 


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Despite all its polish, the game has some interface issues. 
Especially the inventory, which can get very confusing. 


If you want a 
more realistic 
experience, try 
The Witcher 3 
Enhanced Edition 
mod. It overhauls 
the entire game, 
changing stats, 
NPCs and combat 
by removing 
levels and XP so 
that the world 
feels more 
consistent. 


477 















If you're 
unsure about 
the game, try 
its excellent 
demo on Steam. 
You can later 
bring the save 
file into the 
full game. 


AoD has six main 
attributes and 23 
skills, divided into 
Social and Combat 
skills. Instead of 
classes, it offers 
eight starting 
backgrounds. 


I ts not often a game spends 11 years in development 
and comes out well. Age of Decadence however, 
did, and it’s far from the only way it defies 
convention and expectation. 

Heavily inspired by Fallout 1 and 2, the game 
takes place in a post-apocalyptic Roman-esque empire. 
The populace has descended into a sort of cut-throat 
barbarism, and those that would prey on strangers are 
more common than those who would help. 

The once glorious empire fell into conflict with 
a rival nation and both sides called gods and men to 
fight and die in droves. At least that’s what you learn 
at the start of the game. What actually happened and 
how must be discovered over multiple playthroughs 
by skilled characters. Uncovering the backstory of the 
world is very enjoyable, even if the final result is a bit 
inconsistent. 

Graphically, the game is not impressive at all. 
The Torque engine would not have been remarkable 
in 2004, and certainly is not today. That is not to say 
the game is wholly ugly; some locations have enough 
art design and tricks to them that they feel impressive 
when you first see them. This is also helped by the 
difficulty of getting there and the exoticness that 
certain places are imbued by the setting. 



AoD is not a game that is kind to completionists. 
If your lock-picking skill is not up to the task, you will 
not get to see what’s behind a door. The same holds for 
combat, dialogue and other forms of environmental 
challenges. This difficulty and approach to stat/skill 
checks requires adjusting to. In most RPGs, a decently 
built character will be able to beat every combat 
encounter, charm the crown of off every king and 
steal all the gold in the land. 

In AoD , a skilled player might be able to mix 
two distinct skill sets, but more likely you’ll invest 
everything into a particular method of progress and 
still occasionally struggle. 

For the turn-based combat, this is actually a 
plus. There are plenty of viable strategies, and, despite 
being essentially locked into your first choice of 
weapons and defence (block or dodge) there’s plenty 
of customisability. For the melee weapons, you have 
daggers that are fast and weak but great with aimed 
strikes, swords/hammers/axes which can cause 
bleeding/armour breakage/mini-crits and rounding 
out the melee weapons there are spears which have high 
range and can interrupt enemies moving close to you. 

For ranged combat, there are bows, crossbows 
and throwing weapons. Crossbows differ by requiring 
an action to reload and not scaling with your strength, 
while throwing weapons are just kind of bad. 

Beyond weapons, there’s also a decent amount 
of combat tools and consumables - including crafting 
and alchemy - to round out your options. Many of 
these are exceptionally powerful and can easily turn 
the tide of a whole fight when properly applied. 

While in some fights you might wish you had a 
full party to control instead of AI allies, the combat in 
AoD is nonetheless excellent and incredibly satisfying 
once you achieve some level of expertise. 


478 














"Combat difficulty is integrated into 
the setting. You can't say that the 
world is harsh and unforgiving and 
then allow the player to kill everyone 
who looks at him or her funny. The 
game has to be hard, dying should 
be easy, and you should have 
reasons to pick your fights." 

- Vince D. Weller, 
Age of Decadence's creator 



Sadly, the same cannot be said for environmental 
challenges and dialogue. Often, they fall into the trap 
so many other RPGs fall into: you can simply pick the 
options with the [tags of] skills you have invested in, 
rarely needing to actually read the text. 

In most RPGs, failing a dialogue skill check 
will simply put you into a combat that anyone with 
moderate skill can beat. Instead, AoD will just kill 
you mid-dialogue and send you to the main menu to 
reload or make a new character; sometimes it might 
also throw you into a fight that’s absolutely impossible 
for your build. In some ways this is frustrating, in 
others it’s pleasantly brutal and unapologetic - the 
world will not bend to keep you from breaking. 

The sins of the dialogue gameplay are really just 
the same designs flaws essentially all RPG dialogue 
suffers from. There are, of course, good parts, as there 
are multiple ways to resolve many quests peacefully. 
In fact, that’s one of AoD’s strengths, as it’s possible 
to play pure “talking characters”, going through the 
entire game without ever entering combat. 

Some of your choices will also have long-lasting 
consequences, such as betraying a faction and joining 
another, or scheming to change the leader of a faction 
(which changes later quests as they are not likely to 
have the same agenda). 



There are several qualities of weapons and armour, as 
well as items needed for crafting, alchemy, disguises, etc. 


An interesting part of the dialogue design is the 
frequent use of “teleports” to reduce walking around. 
You’re routinely offered the option to just immediately 
go to the person/place that is your goal. If it makes 
sense in the story, you may even be forced to do so. 
Sometimes it may feel like you don’t have agency, but 
it’s mostly just removing the illusion of agency. 

In general, a single playthrough of AoD will create 
more questions than it answers. Each character will 
typically join one of the six major factions and then 
be responsible for making events unfold in favour of 
that faction. However, events will occur even without 
the player, and learning the reasons behind them will 
require playing other factions as well. 

Of the factions, one is dedicated to pure talking 
characters, two focus heavily on combat while the 
remainder generally allow for both types of characters 
to get through as long as you make the right choices of 
who to support and who to betray. 

Age of Decadence is frequently frustrating, obtuse 
and a bit constricting. But, with an excellent combat 
system and Choose Your Own Adventure dialogues 
that often present interesting non-combat gameplay, 
it’s also a very good RPG. Regardless, it’s worth playing 
simply because it ignores many deeply ingrained design 
conventions and offers viable alternatives. JA 



Some segments play like Choose Your Own Adventures, 
entirely based on dialogues, items you carry and skill checks. 


Combat is 
turn-based and 
uses action 
points, offering 
several types of 
attack with each 
weapon. 


Iron Tower used 
Age of Decadence's 
assets and combat 
system (now with 
party members) to 
develop Dungeon 
Rats, a combat- 
focused RPG 
released in 2016. 


479 



























Undertale 
raised $51kon 
Kickstarter in 
2013. It went 
on to sell over 
two and a half 
million copies. 


Undertale uses 
the medium itself 
as a narrative tool. 
Battles, Ul, music 
and even the save 
files are used for 
characterisation 
and storytelling. 


Dialogue with the 
charismatic cast 
of monsters is 
easily Undertale's 
strongest point - it's 
consistently funny 
and well-timed. 


U ndertale was originally pitched on Kickstarter 
as an RPG “where no one has to get hurt". 
It drops you, a human child, alone into an 
underground world of hostile monsters, but gives you 
the choice to spare them instead of killing them. 

And the game makes a strong case for it - the 
monsters are endearing, with simple desires like being 
a pet, or some laughs for their bad stand-up comedy. If 
you give them what they want, they’ll leave you alone. 




While some RPGs present nonviolence as a series 
of choices in a text tree which might let you sidestep 
combat, Undertale integrates them into its turn-based 
battles. You can attack, but for each monster you can 
instead perform various actions, like “Compliment” 
and "Threat", which might help pacify them. 

During the enemy’s turns you control your Soul, 
a tiny red heart, and must dodge monster attacks in a 
brief bullet-hell sequence. Boss battles often change the 
mechanics of dodging by painting your Soul a different 
colour - when it’s blue, for example, your Soul is subject 
to gravity and can jump. It’s a simple enough system, 
but manages to stay fresh for the whole game. 

The morality of Under tale leaves no room for 
ambiguity or nuance, but the game’s dedication to it is 
what stands out. Forming deeper friendships with the 
strange and entertaining monsters of the underground 
is interesting and rewarding; killing them feels terrible, 
and the rest of the cast won’t let you forget. 

The game even reserves a special kind of hell 
for any player who would go out of their way to kill 
everyone “just to see all of the game’s content...” 

While the game’s art is rather simple, the music 
is outstanding. It’s a memorable and catchy mix 
of chiptunes and piano, weaving various themes 
throughout its tracks in many different styles. Having 
made the game all by himself, Toby Fox manages to 
fully utilise every visual, audio and technical aspect 
available to convey the desired narrative and tone. 

Knowing more beforehand would spoil the fun. 
Undertale is not a long game - you’ll beat it in about 
five hours - but it’s an immensely clever game, full of 
surprises and worth replaying. It’s a worthy successor 
to its clear influence, the Mother/Earthbound series, 
and I can’t wait to see what kind of games will inherit 
Undertakes influence after its stunning success. MAS 


480 

























oz 

D *< 

CD J*. 



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CD 


I n 2010, a roguelike called One Way Heroics was 
released in Japan. Developed by SmokingWOLF, 
it added a clever twist to the genre: instead of 
exploring deep dungeons, your goal is to march east, 
running from an all-devouring darkness. 

The game plays much like a traditional roguelike: 
its turn-based, has permadeath, unidentified items, etc. 
But, like an old-school side-scrolling game, the screen 
automatically moves right - if you’re slow, you die. 

This adds a whole new dimension to the game. 
Not only must you worry about items and enemies, 
but also consider terrain and time - “can I get in and 
out of that house and grab the treasure chest before 
the screen reaches me? If not, can I break its wall?” 

Initially your goal is to walk east until you find 
the Demon Lord and defeat him, but things get more 
elaborate as you play. Every time you finish the game 
(or die) you’re rated on how many enemies you killed, 
levels you gained, distances you walked, money you 
gathered and feats you performed. This score earns 
you points used to unlock new classes, perks, NPCs, 
quest givers and other metagame features. 

This mitigates the frustration of permadeath, as 
even in death you get a sense of accomplishment. Your 
first playthroughs will also be quite short and simple, 
slowly expanding as you pursue harder challenges. 

Each world is randomly generated, but you can 
note down their code, visiting the same world multiple 
times or sharing them with friends. Each day the game 
offers special worlds, with events like 3x Experience 
or secret NPCs, that are available only for a limited 
time. You can also customise the difficulty, with four 
settings and the option to disable the metagame aid. 

The game was quite successful worldwide, and in 
2014 it received the Plus expansion, which added new 
classes, items, terrains and UI improvements. 


In an unusual turn of events, developers from 
Spike Chunsoft saw the game and loved it, cutting a 
deal with SmokingWOLF to remake One Way Heroics 
as a spin-off of their Mystery Dungeon series. 

The result is Mystery Chronicle: One Way Heroics. 
Extremely faithful to the original, it offers 25 classes, 
great artwork and some slight changes to the story and 
mechanics. It also added a competitive multiplayer 
mode, but sadly it’s very rare to find anyone online. 

Despite these upgrades, some fans still prefer the 
original game with the Plus expansion, disliking the 
remake’s balance changes and weaker soundtrack. 

Regardless of version, One Way Heroics remains 
an excellent game, accessible and challenging while 
offering a new twist to the roguelike genre. FE 




The original 
One Way Heroics 
had an excellent 
soundtrack. 

You can use the 
OWH Music 
mod to play the 
remake using 
these songs. 


A thick wall ora 
monster with a 
lot of health can 
be deadly, locking 
you in place 
until the screen 
reaches your 
character. 


The game 
uses stats as 
a resource: 
hiring NPCs as 
companions costs 
Charisma, while 
learning spells 
cost Intelligence. 
You can boost 
stats by choosing 
Perks at the start. 


481 






















QJ 

n> 

o 



Jin Yong is a 
highly acclaimed 
contemporary 
Chinese author. 
He wrote 15 
books based 
on wuxia (martial 
arts and chivalry), 
which together 
sold over 100 
million copies and 
were adapted 
into over 
90 movies and 
TV series. 


Legend of Wulin 
Heroes was also 
never translated 
into English, but 
it's known as 
one of the best 
Chinese RPGs 
ever made. 



I n 1996, Soft-Wo rid - a gaming publisher head¬ 
quartered in Taiwan - tasked one of their teams, 
Heluo Studio, to make a game based on the novels 
of famed wuxia writer Jin Yong. 

They created Heroes of fin Yong 
\M-)> a tactical role-playing game where the player 
gets to roam China in an age of honourable martial 
arts heroes, populated by a mix of all Jin Yong novels' 
characters and plots. During your travels its possible to 
change certain storylines and recruit over 30 characters 
to brawl it out with various villains and heroes. 

Five years later, the same team made a sequel 
titled - loosely translated as Legend of 

Wulin Heroes (not to be confused with the tabletop 
RPG of the same name), and set one hundred years 
after the first game, with new characters and an 
original plot. It retained the open world and tactical 
RPG elements of its predecessor, but also introduced 
a new Princess Maker -like sim-raising mode, where 
your characters growth is determined by a weekly 
training schedule set by the player, presented in a 
humorous Chibi art style. 



You play as a nobody who dreams of becoming a 
martial arts hero. He is guided by your hand in train¬ 
ing, with up to 32 stats (not including hidden ones) 
being available for the player to improve. All of them 
are useful in one way or another - if perhaps not in 
battle, then surely interwoven into various events. 

You’ll be able to learn several Kung Fu styles, 
categorised into Saber, Sword, Staff, Palm/Fist, 
Finger, Leg, Hidden Weapon, and Music, with their 
corresponding stats affecting the techniques that 
your hero finds during his journey or learns from his 
master when he is pleased with his pupil. 

The hero’s many base stats also affect his overall 
battle competency in battle, such as Flexibility 
providing a passive boost to damage and enhancing 
most sword techniques. In fact, some techniques 
have a third stat to boost its power, such as alcohol 
the for the Drunken Fist style. Yes, you can learn to 
become skilled in alcohol in this game! 

Aside from preparing the hero for combat, you’ll 
also have chores like chopping wood or cleaning, and 
can choose to indulge in activities like fishing, hunting, 
smithing, herb-gathering and gardening - each with 
its own respective list of diverse mini-games. 

Your performance in these mini-games will 
determine the skills gained and add rewards such 
as rare meat from killing a bear while hunting, or a 
treasure chest as a no-error bonus when mining. 

You can also learn more about different aspects of 
Chinese culture, such as Chinese Chess, Calligraphy, 
Acupuncture, Music and even Gardening. A lot of care 
went into these, and not only will you get interesting 
lessons, but you’ll later be asked to identify songs, 
calligraphy styles, acupuncture points or decide upon 
a chess move - with your performance impacting the 
bonus your character receives. 


482 















Tale of Wuxia offers a large variety of mini-games, from You roll your character at the start of the game, with 

lock-picking to blacksmithing. Most of them are excellent. three passive talents and over 20 stats to consider. 




The training mode is presented in a Chibi art style and Combat is turn-based, and was expanded in the remake 

it's filled with events and lessons on Chinese culture. to feature hexes and some impressive animations. 


After a certain amount of weeks has passed, the 
hero will be tasked with plot-related missions. While 
some will only be a series of battles, others allow you 
to freely roam around town for a time (such as until a 
ceremony begins), and you’re able to explore, talk to 
NPCs, buy items, do side-quests and find secrets. 

There are often long-lasting consequences based 
on your actions and, depending on which faction 
you wish to side with, it might even be good to “fail” a 
mission, although generally not by losing in battle. 

These missions also serve as a good wake-up call 
to let the player know if the hero’s Kung Fu is lagging 
behind - if battles are too difficult you can catch up 
during the next weeks of training. 

Players are given the freedom to exercise their will 
upon each event and their actions will affect future events 
one way or the other. Up to 30+ NPCs can be befriended 
through events and gifts, and they will greatly contribute 
to your success in future endeavours and possibly unlock 
certain events that lead to treasures and new Kung Fu 
teachings. Furthermore, six of these fellow companions 
are romanceable heroines with unique events for you 
to pursue! 

The game can be difficult for those who neglect 
to train their hero, but the versatility of approaches in 
each playthrough and the amount of freedom to raise 
your hero makes replaying the game highly enjoyable 
and part of the charm. 


Overall, there’s enough variety of Kung Fu styles, 
skills, events, routes, endings, NPCs and achievements 
to guarantee at least three full playthroughs. 

Regrettably, Heluo Studio was later disbanded, 
a victim of the large shift in the Chinese publishers 
(including Soft-World) towards MMOs and online 
gaming. However, Legend of Wulin Heroes remained 
a cult classic among the Chinese fanbase, motivating 
its original creators to reform Helio Studio with a new 
publisher and create a modern, fully 3D remake. 

Released in 2015 as it was the 

first game of the series to be officially translated into 
English, published on Steam in 2016 as Tale of Wuxia. 
Besides the many graphical upgrades, the remake also 
gave the developers the chance to refine and expand 
the game’s story and events, improve its mini-games, 
upgrade the combat to a hex-based system, add a new 
day-and-night cycle with timed NPC schedules and 
increase the number of romanceable heroines. 

The remake was soon followed by Tale of Wuxia: 
The Pre-Sequel (2017), which abandons the raising sim 
aspect for a more traditional JRPG-style, with full party 
control and a fixed protagonist. 

Tale of Wuxia and its prequel still have some 
annoying bugs, and the crowd-sourced translation is 
rather uneven and messy, but they’re definitely worth 
playing. It’s a truly one-of-a-kind wuxia experience 
that you aren’t likely to find elsewhere. NY 


The Chinese 
version of 
Tale of Wuxia 
received 
several DLCs 
after release, 
adding more 
content and 
new romances, 
but they 
were never 
translated 
into English. 


83 















QJ 


O 



Fallout 4 
received six 
DLC packs, 
released once 
a month from 
April to August 
2016. They 
add new areas, 
new items and 
more options 
when crafting 
or building 
settlements. 


Stats, skills and 
perks were all 
combined into 
a single system. 
Each level you 
gain one point, 
which can be 
used to increase 
stats or unlock a 
new perk. 



R ole-playing games have always been hard to 
judge and categorise due to their hybrid nature. 
In essence, RPGs are the genres that most aim 
towards the maxim “better than the sum of its parts” 
With this in mind, Fallout 4 is the superlative example 
of the opposite. 

There is not a single element in the game that 
can be pointed out as utterly sub-par, but the issue 
here is one of legacy and focus. The venerable Fallout 
franchise started out as the seminal isometric RPG 
that offered world reactivity in regard to players 
character build. In the old games, a low-intelligence 
brawler was going to have many differences in their 
experience compared to a smooth-talking pistolero. 
All of this being wrapped in a post-apocalyptic 
50s retro sci-fi atmosphere where the old-world 
saccharine consumerism contrasted with the realistic 
struggle for survival in a radioactive wasteland. 

Fallout 4 shows its inability to understand the 
basic premise of its origins right from the get-go. The 
game begins with a pre-war couple going about their 
daily lives and answering the door to a salesman before 
the nuclear bombs hit and they must take shelter in one 
of the iconic Vaults, where they are cryogenically frozen 
for two centuries before beginning their adventure. 



This is a woefully improper scene due to the 
old world being the Mr. Rogers to the new worlds 
Mad Max. These people were meant to be depicted 
primarily through their unnaturally gleeful cultural 
artefacts - demystifying them undermines the entire 
premise. It should also be mentioned that the salesman 
is encountered again as an immortal ghoul that did 
not change his clothes or disposition in 200 years. The 
original Fallout games could be ironic, post-modern 
or just plain irreverent, but never outright stupid. 
Sadly, this salesman ghoul is indicative of the entire 
writing quality Fallout 4 displays. 

These changes should come as no surprise, since 
the franchise's systemic identity is no more. The 
process Bethesda began in Fallout 3 was somewhat 
halted by Obsidians Fallout: New Vegas , but is now 
complete in Fallout 4. Character builds have been 
reduced from being representations of good and 
bad traits that affect the game world to a single 
character build that may deal more damage with 
some weapons than others. There are no skills such as 
“Repair”, “Scientist” or “Doctor” that get checked in 
conversation or during encounters anymore. Instead 
you have a system where one point per level is invested 
in perks which focus almost entirely on combat or 
loot, with a few scatter-shot nods to exploration. 

Given the prestige of the developer, conversations 
are now a depressingly low-budget affair, where 
every player response must have four options since 
that is how many buttons there are on a controller. 
This results in yes/no answers being accompanied 
by absolute filler, usually marked "sarcastic", or the 
occasional charisma attribute check that might unlock 
new options but mostly gives a small experience 
boost. In short, Fallout this is not; and even more 
alarmingly, an RPG this is not. 


484 
















"We do like to try new things and 
we have some successes. I think the 
shooting in Fallout 4 is really good - 
I think it plays really well. Obviously 
the way we did some dialogue stuff, 
that didn't work as well. But I know 
the reasons we tried that - to make a 
nice interactive conversation - but [it 
was] less successful than some other 
things in the game. For us, we take 
that feedback. I think long-term." 

- Todd Howard, 
Fallout 4's creative director 



Fallout 4 goes 
for a cinematic, 
BioWare-like 
dialogue system, 
with fully voiced 
dialogues and 
their own, poor 
take on the 
Dialogue Wheel. 


But even ignoring this series roots, the most 
recurring element within this open-world shooter 
masquerading as a role-playing game is the complete, 
almost desperate, lack of direction when it comes to 
how it is put together. It chases after modern trends, 
instead of chiselling them into a coherent product. 

The more polished shooting mechanics - greatly 
improved since Fallout 3 - are contrasted with the 
statistical nature of the combat, which Bethesda 
inherited but doesn’t know how to handle. The 
result is dreadful game experience, where you’ll keep 
pumping the same enemy with dozens of head shots 
which the animations try to meaningfully sell. 

One of Fallout 4’s most publicised features, 
the ability to build your own settlements, is entirely 
disconnected from the rest of the game. You could 
rebuild the entire wasteland and nothing would 
change, relegating the entire affair to a bloated mini¬ 
game rather than something that was meant to work 
in tandem with the game’s other elements. 

The main quest tries so hard to come up with 
dramatic hooks regarding one of your loved ones or 
the nature of being human, yet they fail so completely 
due to existing in a sandbox designed for the player 
to run for hours on end from building to building, 
shooting and looting everything in sight. 


The entire experience of travelling the wasteland 
that this game presents is one of mixing a dozen 
different puzzle sets and then trying to make them fit; it 
is an experience of witnessing developer exasperation as 
they work on something that works against itself. 

My personal feelings are that all of the elements 
in Fallout 4 could be part of a great game, but no great 
game can come from the way these elements are used 
- only digestible mediocrity, which has been achieved 
in spades here. LL 

Mods: 

Unofficial Fallout 4 Patch: Fixes hundreds of bugs left 
by the developers. A must-have for any player. 

Full Dialogue Interface: Makes dialogue options dis¬ 
play the full text characters will say, not just short lines. 

DEF_UI: Similar to Sky rims SkyUI, it greatly improves 
the game’s UI to work with mouse and keyboard. 

Armoursmith Extended: An excellent mod that gives 
players more options and control over their armour, 
allowing you to mix and match multiple layers. 

Sim Settlements: Overhauls how settlements work, 
making settlers build and expand it by themselves. 

This massive mod has its own expansion packs. 


In August 
2017, Bethesda 
released the 
Creation Club, a 
service that sells 
mods curated 
by the company. 



Weapons and armour now have multiple parts and can 
be customised using scrap and the new crafting system. 



You can build settlements using scrap collected all over 
the wasteland. While initially engaging, it lacks in impact. 


485 













t/> 


(D 

t/> 

to 

CO 

CD 

QJ 



Sunless Sea is 
set in the same 
universe as 
Failbetter 
Games' Fallen 
London, a free- 
to-play CYOA 
browser game 
from 2009. 


Not every danger 
is unseen - you'll 
need to upgrade 
your ship to 
survive pirates 
and monsters 
in real-time, 
cooldown driven 
battles. 


While exploring 
you'll have to 
manage food 
supplies, fuel 
reserves, cargo 
slots and an ever- 
increasing terror 
driving you mad. 


T he dark and the ocean. Sunless Seas title contains 
the most potent metaphors for the unknown, 
and it very much hinges upon the two reactions 
that the unknown elicits: fear and curiosity. 

As a captain in Failbetter Games’ Fallen London 
universe, it’s your task to explore the strange islands of 
the vast Unterzee. Every trip is accompanied by risks 
and costs. Traversing the waters consumes rations and 
fuel, while your crew’s fear grows. Of course, there are 
creatures lurking in the dark that might weaken you 
further, damaging your hull and killing your crew. 

Once your ship enters a port, Sunless Sea reveals 
its text-heavy nature: its strange places are described 
in vivid prose that oscillates rapidly between innocent 
whimsy and macabre terror. 




DB 


Torn between fear and curiosity, the player 
will have to make choices - will you open the sealed 
coffin? Will you give the stranger a ride to the next 
island? Will you dare eat the sea monster’s meat? 
The likelihood of success for some actions depends 
on the strengths of your attributes; many others will 
be available if you’re willing to pay a price: gold, fuel, 
food, crew members, treasures, Fragments of Secrets 
(i.e. experience points), or even attribute points. 

If you manage to return to London alive, you 
can collect the bounties for your accomplishments 
and hope that the sacrifices made allow you to come 
out ahead. On your next trip, you may be able to 
undertake actions that were previously locked to 
you. If, however, you perish among eldritch horrors 
and cannibals, the game will have to be played from 
the very beginning and the Unterzee’s islands will be 
randomly redistributed. But you may play as your heir, 
cashing in on heirlooms you have left to yourself. 

Sunless Sea is inarguably an RPG, but one that 
isn’t tied to conventions. Most RPGs are structured 
around progression and exploration; Sunless Sea 
subverts both. Despite an ultimate goal to achieve, 
there isn’t a linear sequence of main quests that leads 
you to it. Instead, you have countless small "storylets" 
that are only vaguely interdependent. Also, progression 
isn’t fixed, and whatever rewards you gain can easily 
be lost. Exploration, a major part of the game, is never 
free, neither of care nor cost. Sunless Sea imbues the 
journey into the unknown with danger and mystery. 

Sunless Sea is one of the few games that lives 
in the mind as much as on the screen; its secrets 
aren’t just there to be ticked off, but to be savoured. 
Sometimes, imagining what lies in the Zee is the best 
way to enjoy the game. How fitting for a game about 
the dark and the ocean. Al 


486 























H and of Fate is a rather peculiar roguelike. 
Not only because its places, objects and 
characters are drawn from a deck of cards. 
Nor is it because the dungeon takes the form of a 
tortuous path made of these face-down cards, where 
one moves card after card while keeping an eye on a 
quickly diminishing stock of food. 

Hand of Fate is very special because it puts the 
player in front of a game master - literally. It is this 
odd, masked wizard surrounded by magical objects 
who gives the game its edge. With his melodramatic 
gestures, he turns into an epic narrative what would 
otherwise be nothing more than yet another medieval 
fantasy adventure. With his sizzling, masterfully 
voiced comments, he gives depth to each game. 
A Hand of Fate playthrough is not a series of random 
events and encounters - it is a duel of resilience, the 
clash of two wills that collide. 

In this fight, the players only weapons are the 
new cards he earns and adds to his deck when he 
solves a situation in an optimal way - for instance, 
saving an old man attacked by Lava Golems grants 
a new event card that will be advantageous to come 
across in the dungeon. As the stock of cards increases, 
the player can therefore build a deck to suit his needs, 
made of the most beneficial encounters possible. And 
threaten the game master s supremacy. 

To beat the game, you also have to master what 
is perhaps its weakest mechanic: its combat system - 
either triggered by a bad choice or automatically by 
certain cards. This simplified imitation of the battles of 
the Batman: Arkham Asylum series is based on beating 
your opponents by clubbing the mouse button, and 
remains far inferior to the rest of the game. It would be 
a shame, however, to give Hand of Fate a miss because 
of its combat system. 


Persevering leads to terrific moments: a narrative 
that gets closer and closer to perfection (thanks to 
quality music, meticulous writing and a darkening 
atmosphere), cards that turn out to be complex quests 
(completing the first card grants the second one, to be 
added to the deck), and a game master who is thrown 
into a foul mood at the prospect of defeat. 

While the sequel, Hands of Fate 2 (2017), doesn’t 
improve the combat system, it expands the campaign 
considerably, adding longer and more diverse sub- 
intrigues. Unfortunately, the returning game master is 
a little more restrained. The almost total absence of his 
threatening figure turns the game into something that 
one simply wants to complete, rather than a duel of 
egos that one is desperate to win. IZ 



Hands of Fate 
was crowd- 
funded on 
Kickstarter in 
November 
2013, raising 
AU$ 54,095. 


Each card has 
multiple options, 
and solving it 
correctly provides 
rewards and 
possibly a new 
card that advances 
its quest. 


Combat is the 
weakest part of the 
game, forcing you 
fight in a Batman: 
Arkham Asylum- 
like manner using 
the equipment 
cards you own. 


487 








m“o 



•Z o 


The Pillars 
of Eternity 
Kickstarter 
launched in 
September 2012 
and raised over 
4 million dollars. 
A documentary 
called Road to 
Eternity later 
revealed the 
crowd-funding 
saved Obsidian 
from closing. 


The inventory is 
very nostalgic, 
but offers modern 
conveniences like 
mouseovers and 
neat details like 
secondary weapons 
appearing on the 
character's model. 



T he emergence of crowd-funding in the early 
2010s created a new class of games between 
mainstream AAA titles and shoestring budget 
indies. Among these were Obsidians “Project Eternity”, 
which hit Kickstarter in 2012, promising to bring back 
the glory days of the Infinity Engine games, citing 
Planescape: Torment , Baldurs Gate , and Icewind Dale. 

A public that had been disappointed time and 
again ate it up. The game reached its funding goal in 
under 24 hours, and its success took Obsidian by sur¬ 
prise. They scrambled to come up with stretch goals 
and backer rewards to keep the pledges rolling in. This 
exhilarating but chaotic campaign left its mark on the 
game: the world is peppered with out-of-place vanity 
NPCs with exotic looks and frankly stupid nameplates, 
tombs are full of backer memorials and the game has 
a tacked-on mega-dungeon and stronghold that would 
have worked better as a Durlags Tower-style expansion. 

Regardless, Pillars of Eternity delivers the big 
game promised in the campaign. There are two large 
cities and two smaller quest-hub villages; wilderness 
maps, dungeons, caves, ruins and castles aplenty; 11 
character classes; dozens of monster types, spells, and 
talents, hundreds of items and enough quests for a 
single playthrough to soak up many weekends. 



It took a while for all this complexity to settle 
down, as Obsidian spent two years iterating upon it via 
post-release patches, but this smoothed out the rough 
edges and allowed the system to come into its own. 

An Infinity Engine game veteran jumping into 
Pillars of Eternity will feel immediately at home. The 
sounds and visuals, complemented by Justin Bells 
beautiful musical score, are just like they ought to be; 
the moment-to-moment feeling of commanding units 
is just right, and quests and dialogues behave exactly 
like they used to - or even better, thanks to quality- 
of-life improvements like mouseovers, a Fast-Forward 
function and a “loot all” button. Only after a few hours 
playing do the differences start to become apparent. 

While Pillars of Eternity s combat is still of the 
RTwP variety, its original ruleset has more in common 
with 4th edition D&D than the old AD&D which 
powered the IE games. All character classes will acquire 
a broad selection of abilities selected on level-up, many 
of which will have per-rest or per-encounter uses. 

Combat also features an engagement system, 
where melee combatants lock each other in position 
and cant move under the risk of taking an opportunistic 
attack. Unless you go out of your way to build a mobile 
party with mainly passive abilities, fights will be more 
static than in the Infinty Engine games, and you will 
pause more to fire off those per-encounter abilities. 
Its also much easier to hold a line or block enemy 
movement, and a good deal harder to run through 
enemy lines to get at their back-row casters. 

Pillars is also markedly easier than Baldurs Gate 
or Icewind Dale. Players enjoying a challenge are well 
advised to go straight to Hard or Path of the Damned 
difficulties, and avoid going into the White March 
expansion until the very end or risk out-levelling and 
out-gearing the second half of the game. 


488 



















"If you want to make a Muscle 
Wizard, who is mighty and powerful 
and a stupid idiot, you can do that. 
Mechanically what happens is that 
you'll do a lot of damage, but their 
durations and areas of effects will 
be very small. Then, in conversation 
they're total idiots, [laughs]'' 

- Josh Sawyer, 
Pillars of Eternity's lead designer 



Combat looks 
similar to the 
IE games, but 
plays very 
differently due 
to additions like 
the engagement 
system and 
per encounter 
abilities. 


The story starts you off with a magical catastrophe 
that sends you after a mysterious villain operating 
ancient machinery to nefarious ends, while you deal 
with local problems ranging from personal tragedies 
and village disputes to a magical plague affecting 
the entire realm. It unfolds through traditional RPG 
quests, punctuated by Choose Your Own Adventure- 
style interludes with beautiful ink illustrations. 

The world of Eora features elves and dwarves, 
undead haunting ancient ruins, dragons lurking in 
remote corners of the world, and gods meddling with 
mortals. However, it has a Renaissance feel, rather than a 
dialogues one. Adventurers tote arquebuses and pistols; 
caravels ply the seas carrying explorers, merchants, 
and colonists to new frontiers, and societies struggle to 
come to grips with transformational discoveries. 

Accompanying you are eight distinct companions 
(11 with the expansion) hailing from all corners of 
Eora, from Sagani the Boreal Dwarf huntress to Kana 
Rua, the jolly chanter from seafaring Rauatai. They are 
for the most part well-written and characterful, and 
their banter provides welcome levity in a story that 
would often take on perilously dark tones. You can also 
complement - or, if you wish, entirely replace - these 
companions with custom adventurers you can create 
from scratch at inns. 


Overall, Pillars of Eternity fails to live up to the 
best of the originals in some respects, but surpasses 
them in others. While competent enough, the writing 
does not come close to Planescape: Torments; Defiance 
Bay and Twin Elms feel empty and static compared to 
Athkatla or Baldur s Gate, and even the best encounters 
do not quite match the likes of Firkraags Dungeon. 

The character system, however, is a major step 
forward. Pillars’ 11 classes and highly flexible talent, 
ability, and attribute system allow massive scope for 
variety, from relatively obvious variants like a ranged, 
alpha-striking back-row Paladin, to specialised builds 
making use of a particular items unique properties. 
Pillars of Eternity’s lead designer Josh Sawyers stated 
goal was to support as many character concepts as 
possible, from smart barbarians to Muscle Wizards, 
and the system accomplishes this well. 

Pillars of Eternity carried heavy expectations. It was 
supposed to revive a beloved subgenre, and represented 
a new direction for Obsidian Entertainment, at the 
time struggling for survival. 

Warts and all, it succeeds. It delivers a big, broad, 
beautiful, and deep game, with massive replayability, a 
lush, rich world, at the same time familiar and fresh, 
and gameplay that feels like a natural evolution of the 
originals it emulates. PJ 



Dialogue is extensive, often presenting multiple choices and 
skill/attribute/reputation checks, but the story is very linear. 



While scarcely used, the CYOA-like segments provide 
interesting role-playing options and are a great addition. 


The IE Mod 
allows you to 
customise the 
game to be 
closer to the 
Infinity Engine 
games, changing 
its interface, 
disabling 
engagements 
and more. It also 
includes some 
tools to help 
modders. 


489 







































Further 

Adventures 


W hile this book is dedicated to single-player 
CRPGs officially released in English, it 
would be foolish to only talk about them 
and ignore the relevance and entertainment value of 
the thousands of games outside this definition. 

As such, this section is devoted to a brief listing 
and commentary on various games that didn’t fit in the 
main timeline, such as early Japanese RPGs, CRPGs 
unreleased in the West, unofficial fan-translations and 
even cancelled games we might never get to play 


Crono, Lucca 
and Frog battle 
against Magus 
in Chrono 
Trigger. Artwork 
and character 
design by Akira 
Toriyama, of 
Dragon Ball fame. 


491 





1982 - 1987 : 

The birth of the Japanese RPGs 


Where does one begin when talking about the first Japanese RPGs? Well, with some game from 1982/1983. 
The problem is, no one knows which. 

Dragon and Princess / F 77 H 'y f 7 y F 7° V V X is often pointed to as the first RPG made in Japan, 
and its particularly interesting for being a party-based game with top-down tactical turn-based combat (before 
Ultima III popularised such combat systems), but at its core its a text-adventure game. 

One cannot write about this subject without mentioning Seduction of Condominium Wives / 

Koei’s erotic RPG about a condom salesman visiting an apartment block, where he must knock on doors trying 
to “sell his products”, while battling Yakuza and ghosts who roam the halls. 

Several other early titles existed, such as Mission: Impossible / a spy-themed adventure 

game; Genma Taisen / based on a manga of the same name, King Khufus Secret / 

(which claimed to be a "Role-Playing Game”), Arfgaldt / F, another text-adventure, etc. 

Its interesting that many of these games already called themselves “Role-Playing Games”, even though few 
have traditional features like stats, XP, level-ups, classes, etc. This quote by Tokihiro Naito (creator of Hydlide ), 
found in The Untold History of Japanese Game Developers Vol 2, best represents the spirit that dominated 
Japanese game development at the time: 

“Back then, Japanese people didnt have a well-defined sense of the RPG as a game genre. I suspect that, 
because of this, the creators took the appearance and atmosphere of the RPG as a basic reference, and 
constructed new types of games according to their own individual sensibilities. In my case, I never had the 
opportunity to use an Apple II, so I was completely unaware of Wizardry and Ultima. ” 

Even those who knew Western games were making titles that were more experimental in nature. Nihon 
Falcom began in 1981 as Apple importers in Japan, so they had access to the Apple II and its games. Later 
becoming developers, they jumped into the genre with Panorama Island / an exotic title that uses a 

hex-based overworld full of traps, plus wire-frame first-person dungeons (with automapping!). 

While it sold itself as a “Fantasy Role-Playing Game”, it lacks core elements like stats, XP, level-ups. You 
only have to manage your food and money. Overall, it plays more like a mix of platform and adventure games. 

Still, there are some early games that are undeniably RPGs, such as Legend of the Holy Sword / I=5l!JfeE$£, 
Sword and Sorcery / , and Poibos / 7|\^7|\X, but they are very obscure, their release dates are uncertain. 

As such, the least controversial starting point might be Koeis Dungeon. 

Its by no means the first CRPG made in Japan, but it’s undeniably an RPG (heavily inspired by Ultima), 
has a commonly agreed release date (December 1983) and was popular enough to actually impact players and 
other developers. This elevates it over early obscure pioneers that had no influence in the genre. 

Thus, starting with it, the next pages will examine 15 games that shaped the early JRPGs. 


492 





Dungeon 

1983) 



An Ultima clone where you 
pick a class (Warrior, Thief, Cleric, 
Wizard or Ninja) and explore a 
large island in search of El Dorado. 

Developed by Koei, its a 
simple RPG, but features great 
graphics (including solid walls!), 
a large overworld and a massive 
dungeon underneath it - which is 
over 250x250 squares in size! 

Clearly made in the image of 
Western RPGs, it also has monsters 
taken directly from D&D books, like 
Mind-Flayers and Demogorgons. 


The Black Onyx 

if* ?>y^-*~(i984) 



Ete^i dodged Kabold E"e attack. 

Kobo id n ujas stain by Lee 1 

Kobo Id B dodged Tanner's attack. 

Lee dodged Kobold C y s attack. 

Kobo Id F struck Tinner for 2 damage 


Henk Rogers was an RPG fan 
who moved to Japan and noticed a 
lack of games like Wizardry. So he 
decided to create his own. 

While not “Japans first RPG”, 
as its often claimed, it was their 
first popular CRPG, selling over 
150,000 units, spreading the genre 
and influencing many developers. 

It also pioneered allowing 
players to customise the characters 
appearance, displaying equipment 
the characters avatar and using 
coloured bars to indicate health. 



Namco’s “Fantasy Pac-Man” this 
deceptively simple arcade game asks 
you to climb 60 floors of a tower. 

On each floor, you must grab a 
key and recover a hidden item, which 
requires a specific action - e.g. killing 
Slimes on Floor 2 wields a pickaxe, 
which can destroys walls. 

Combat is done by “bumping” 
into foes, but some require special 
items or strategies to be beaten. 

While its not an RPG, Druaga 
is a cornerstone for Japanese Action 
RPGs, as well as their puzzle design. 


Dragon Slayer 

K^d>Xb'f'\ 7 -(1984) 


Hydlide 

(1984) 


The Screamer 

(1985) 



And here’s the first Action 
RPG ever. If Tower of Druaga was 
about uncovering secrets, Falcom’s 
Dragon Slayer is about grinding. 

You’re tasked to slay a dragon 
and locked inside a huge dungeon, 
but you start too weak. Your only 
hope is to slowly explore, finding 
treasures and bringing them back 
to your home to increase your stats. 

Combat uses the same “bump” 
system of Druaga , and there are 
many useful magical items as well. 



T&E Soft took Tower of Druaga 
and brought in colourful graphics, 
a fluid pace and a (tiny) open world 
for players to explore, “bumping” 
into foes in search of magic items 
required to rescue the princess. 

A massive hit in Japan, it’s one 
of the most influential JRPGs of the 
80s, often credited for introducing 
quick saves and regenerating health. 

However, it’s also often bashed 
for its heavy mandatory grinding 
and frustrating difficulty. 



Set in a dark, cyberpunk world, 
The Screamer sends the player alone 
into an abandoned military lab full of 
mutants, robots and horrors. 

A hardcore dungeon crawler, 
it plays much like Wizardry , except 
for its combat: you fight monsters 
in real-time - shooting, jumping, 
ducking and blocking their attacks 
in very simplistic 2D battles. 

It also features eight unique 
NPCs, who roam the dungeon and 
each has their own agenda. 


The Screamer's 
characters 
were designed 
by manga 
artist Shohei 
Harumoto, 
who also made 
a short manga 
that came 
with the game, 
showing the 
hero's origin. 


493 















































To this day, 
Xanadu is 
Nihon Falcom's 
greatest success; 
a PC-exclusive 
that sold over 
400,000 copies in 
a time when PCs 
were rare and 
expensive. 


In 1990, Enix 
published a 
manga retelling 
Dragon Quest's 
development, 
titled 

(DM. It's a fun 
read, and details 
the developer's 
admiration for 
Wizardry and 
Ultima. 


Xanadu 

Vt K* (1985) 



While a sequel to Dragon Slayer , 
Xanadu changes almost everything, 
and influenced almost everyone. 

It adds a town where you can 
train individual stats, buy items and 
talk to NPCs. Beneath the town lies 
a large cave, which you explore in 
a platform-like side-scrolling view. 

When you touch an enemy 
or enter a dungeon, the game goes 
into a top-down “arena-like” view. 
Combat is still “bump-based”, but 
now there are spells, several items 
and even giant boss battles. 


Dragon Quest 

K^d>^lXb(1986) 



Enix’s Dragon Quest was the 
perfect game at the perfect time. 

Created by Yuji Horii, a CRPG 
fan who wished to reach wider 
audiences, it blended Wizardry's 
first-person battles with Ultima's 
NPCs and open world, wrapped 
in a friendly menu-based interface 
that allowed anyone to play RPGs. 

Amplified by Akira Toriyama’s 
unique art style, it sold over two 
million copies in Japan and defined 
the entire JRPG genre. 


Heart of Fantasy 2 

P£JCQ'L>S1II(1985) 



The original Heart of Fantasy, 
released in 1984, was one of Japans 
many early Ultima clones. 

The sequel plays like a blend 
of Ultima Ill's exploration and 
Wizardry's combat, but stands on 
its own achievments, featuring 
three large interconnected worlds, 
colourful artwork, tough battles and 
a great UI entirely based on menus. 

Its a title that could’ve easily 
rivalled most Western CRPGs 
from 1985, but sadly was only 
released for Japanese computers. 


Ys 

V-X (1987) 



A team at Falcom thought 
RPGs were getting too demanding, 
so they created an Action RPG 
focused on fun and adventure. 

The result is a light-hearted 
RPG that’s memorable, accessible 
(thanks to its “bump combat”), 
and packs an amazing soundtrack. 

While overlooked in the West, 
in Japan it stands tall as one of the 
landmarks of the genre. 

You can read a more detailed 
review of the Ys series on page 88. 


The Legend of Zelda 

VllVCDfcU (1986) 



Shigeru Miyamoto and his 
team at Nintendo mixed Hydlide 
with Xanadu , removed all the RPG 
elements and focused on the most 
important - the call for adventure. 

They added an attack button, 
created a huge world full of secrets, 
designed clever dungeons, puzzles 
and boss battles, made magic items 
altered gameplay and got rid of all 
the time-wasting grinding. 

In doing so, Zelda created a 
new genre: the Action-Adventure, 
where the series rules unrivalled. 


Digital Devil Story: Megami Tensei 

xh-u- £w$e£(1987) 



Based on a novel of the same 
name, Megami Tensei stars Akemi 
Nakajima, a teenage hacker who 
uses his PC to summon demons. 

When the demons run out of 
control, it’s up to Akemi and his 
girlfriend to stop them. Besides 
fighting, players can also try to 
recruit the demons, and then fuse 
them into more powerful demons. 

A cult classic by Atlus, it would 
receive great sequels and spin-offs, 
including the Persona series. 


494 




















































Final Fantasy 

HT'd-J V7 tV$ V-(1987) 



A young employee at Square, 
Hironobu Sakaguchi was frustrated 
with his job and decided to bet 
everything on a final adventure, 
that would either sink or swim. 

Building upon the Dragon 
Quest's formula, Final Fantasy is a 
massive game, where four custom 
“heroes of light” had to travel the 
world - by feet, boat and airship - 
to purify the four elemental orbs. 

While not selling as much as 
Dragon Quest , it still became the 
worlds best-known JRPG series. 


The End of an Era 


Sorcerian 

v-v-uyy 09 87 ) 



The fifth title in Falcom’s huge 
Dragon Slayer series, it focused on 
the side-scrolling gameplay. 

Greatly expanding its RPG 
elements, it included a very odd 
profession system, added complex 
magic, impressive battles against 
large bosses, and a party of up to 
four custom characters. 

The game was module-based, 
and in the following years many 
“Scenario Packs” were released, 
some including content made by 
fans in official design contests. 


Phantasy Star 

yyy^'y-X9-(l987) 



As the game starts, a cutscene 
shows Alis brother being killed 
by soldiers of Lord Lassie. And so 
she swears to begin a revolution. 
Along the way, shell gather three 
companions: Odin, a brutish warrior; 
Lutz, a presumptuous sorcerer; and 
Myau, a magical cat-like creature. 

Developed by SEGA for the 
Master System, Phantasy Star was a 
title ahead of its time, that pointed 
towards the future of JRPGs with 
its amazing graphics, memorable 
cast of heroes and evolving story. 


Nintendo’s Famicom arrived in 1983 in Japan, followed by the SEGA Master System in 1985. After massive 
hits like Dragon Quest, Final Fantasy and Phantasy Star, the consoles became the definitive platform for JRPGs, 

- and for Japanese games overall - a complete reversal of the situation in the US and Europe. 

Even with the popularisation of 16-bit computers later on, the PC was left for niche titles which made use 
of their amazing capabilities to render high-res still images - mainly Strategy games, Visual Novels and Eroges 

- including erotic JRPGs like Ranee and Dragon Knight. Falcom would be one of the few remaining companies 
focused on producing PC JRPGs, which helps explain why they are barely known in the West. 

As such, Western CRPGs lost all relevance to the Japanese players and developers - Dungeon Master, 
Wasteland, SSI’s Gold Box series, Diablo, Daggerfall, Baldurs Gate, Fallout, System Shock 2, Deus Ex, Morrowind 
and other classics either never made it to Japan or failed to leave an impact. Even Ultima Underworld (1992), so 
influential in the West, was barely noticed in Japan - with Software’s Kings Field series being the closest thing it 
ever got to an Eastern descendant (although Ultima Online would have quite an impact years later). 

Wizardry, on the other hand, would gain new life in Japan. While Sir-Tech crumbled away in the 90s, 
Japanese companies would acquire the series' licence and produce over 30 Wizardry games, remakes and spin¬ 
offs, plus novels, manga series, anime, toys, mobile games, tabletop RPGs and even an MMORPG. 

Note, however, that these games and their clones all follow the classic formula, up to Wizardry V (1988). 
The changes made in Wizardry 6-8, such as having an open world or going fully 3D were never embraced. 

For those interested in this subject, there’s unfortunately few good sources of information on the early 
days of JRPGs - your best options are Hardcore Gaming 101 or asking around at the RPG Codex or NeoGAF. 
However, if you can read Japanese, then the OLD GAMERS HISTORY Vol 3 & 4 books, published in 2013 by 
7' A°Jb, are essential reading, covering over 200 RPGs from 1983 to 2000. 

An expanded version of this article can be read at 1982-1987 - The Birth of Japanese RPGs re-told in 15 Games. 


495 










































Fan-Translations 


This section will cover games that were never officially translated into English, but had translation patches 
made by dedicated fans. More than just releases from big publishers that never got translated, there’s an entire 
market of indie (or doujinshi) PC games that most Westerners aren’t even aware of - such as the Touhou games. 

Twice a year, a massive event called Comiket (Comic Market) is held in Tokyo, with over half a million 
attendees over three days. Besides comics and movies, a huge amount of indie games are also presented. Just in 
Comiket 83, held in December 2013, there were over 300 games being presented to the public. 

While Japan is the first country that comes into mind when talking about foreign RPGs, there are plenty 
of interesting games from other countries, such as Chinese Paladin (China), The Fall: Last Days of Gaia 
(Germany) and Brany Skeldalu (Czech Republic). Sadly, the steep language barrier means most of those are 
nigh unplayable for the average gamer. Luckily for us, there are groups of kind souls that pour much effort into 
creating fan-translations for some of these games. 

One of the most famous fan-translations is Mother 3, a Game Boy Advance sequel to the famous 
Earthbound. The game was released in 2006 in Japan, but never reached Western audiences. In 2007, a 
professional translator named Clyde Mandelin organised a team to fan-translate the game into English. After 
16 months of work, they release the patch and quickly got more than 100,000 downloads, showing just how 
much interest in the game there was. However, even after the group offered the entire translated script for free 
to Nintendo, there’s still no announcement of an official English release of the game. 

It’s truly a shame that anyone trying to legally play games must go through such a hassle. Some of these 
games are real gems that are sadly kept away from people that would love to buy and play them. On the next 
pages we shall list some of the most interesting fan-translated games a curious CRPG player can find, and hope 
that someday they receive a proper English release. 


496 






B ack in the 80s, right after creating the very first 
Metal Gear game, Hideo Kojima developed 
Snatcher (1988), a Blade Runner-like adventure 
game/visual novel. Set in a cyberpunk future, you play 
as Gillian Seed, an agent sent to investigate the rise of 
“snatchers” - biological machines that are disguising 
themselves are humans. 

Filled with memorable characters, gripping plot 
twists and Kojima’s exotic style, Snatcher was a huge 
critical and commercial hit. In its wake, instead of a 
sequel, came SD Snatcher - a remake of Snatcher , now 
as an RPG with cute “super deformed” art. 

Sporting a slightly different story, the game 
now plays as a typical JRPG. You walk around town, 
looking for clues, talking to NPCs, then delve into 
dungeons and fight foes in turn-based FPS combat. 

Yes, turn-based FPS combat! Each turn, you 
choose a weapon and use the reticule to aim at a point 
on the screen - you can fire at the enemy's body to 
deal damage, or at specific points to decrease its stats 
and eventually cripple it. For example, attacking its 
eyes/sensors will reduce its accuracy, while attacking 
its weapons will decrease its attack. 

The twist is that, before you fire the enemy will 
likely move, meaning aiming for small areas is tricky 
- you’ll have to anticipate its move or stop it from 
moving by destroying its legs. Different guns also 
have different speeds and damage area, so choosing 
your equipment is important. 

It’s an extremely original system that suits the 
game perfectly. It even throws some curveballs, such 
as enemies using shields or hostages. Unfortunately, 
the system isn’t well-employed and ends up being 
slow and repetitive - battles happen too often and 
take a long time to beat, requiring you to first weaken 
the enemy and then slowly damage it. 


Overall, SD Snatcher is more of a curiosity for 
die-hard Kojima fans. Still, its novel combat system 
and the fact it was one of the first Japanese games to be 
fan-translated more than earns its reputation. FE 




The combat 
has a novel 
presentation, 
as you aim and 
shoot in turn- 
based battles, 
but it's simplistic 
under the hood. 


You'll go to the 
cinema to watch 
Godzilla, visit a 
bar named Outer 
Heaven and own 
a Metal Gear. Yup, 
this is a Kojima 
game. 


497 




























































The Windows 
version of Chinese 
Paladin is now 
freeware. Those 
interested in 
playing it should 
also download 
SDLPal. a mod 
which adds a 
few very useful 
features. 


Combat is turn- 
based, with up 
to three party 
members. During 
battles, powerful 
attacks can leave 
permanent marks 
on the ground. 


While translating 
from Chinese 
required some 
compromises 
(especially in 
poems), the 
excellent story 
remains perfectly 
enjoyable. 


N o matter how globalised and connected the 
world might be, there are still some local 
products that never seem to reach other 
lands, no matter how popular they are in their native 
region. Chinese Paladin is one of such hidden gems. 

Developed in Taiwan, its a game known by 
several names - mm Xianjian QiXia Zhuan , 

The Legend of Sword and Fairy , Chinese Paladin or 
simply “PAL” (the name of its .exe file). 



You play as Li Xiaoyao, a young man that visits 
an island of fairies in search of a cure for his sick aunt. 
There he falls in love with a girl named Zhao Linger, 
who gives him the medicine. He leaves, promising to 
return and marry her once his aunt is well. 

On his way, he loses his memory, and from there 
unfolds a fantastic journey, full of romance, comedy, 
tragedy, mystical creatures, powerful martial artists, 
gods and demons. Its a gripping tale, that feels like a 
Chinese epic poem in video game form. 

The game plays much like a typical 90s JRPG: 
you follow the story in a linear fashion, travelling 
from town to town, talking to characters, exploring 
dungeons and facing enemies in turn-based combat. 
Unfortunately, while the story is excellent and flows 
smoothly in the first hours, its later broken by 
massive dungeons and endless repetitive battles. 

This is made worse by how easy and uninspired 
combat is. Your characters skills are very limited 
and they regenerate HP and mana outside combat, 
so you’ll likely just keep casting your most powerful 
skill. Even boss battles don’t amount to much, mostly 
requiring you to heal every other turn, outlasting the 
enemy rather than outsmarting it. 

The game was remade in 2001, changing the 
pixelated art for pre-rendered graphics and adding 
two new endings. However, it reduced the dungeons 
to linear areas filled with monsters - not really an 
improvement, as they are still needlessly long. 

A massive hit, Chinese Paladin is considered 
the most important RPG ever made in China. Its 
immense popularity led to several sequels, spin-offs, 
and even a 2005 live-action TV series. After decades 
as a Chinese-only treasure, the English fan-translation 
finally broke the language barrier, allowing anyone to 
experience this hidden classic. FE 


498 



























O ne of the hidden gems of the Super Nintendo 
was E.V.O.: Search for Eden (1992), an unusual 
side-scrolling Action RPG based on evolution. 
You began as a primitive fish over 300 million years 
ago and slowly evolved across the ages - first into more 
advanced fish, then into amphibians, dinosaurs and 
mammals, ending at the Ice Age and the first humans. 

What few people know is that E.V.O. was actually 
a remake of an earlier game released only for PC-98: 
46im^-VH Hp -THE iSfkpfii - or “ 4.6 Billion Year Story: 
The Theory of Evolution'. Now fully fan-translated as 
E.V.O.: The Theory of Evolution, its worth a look. 

Like its SNES counterpart, you begin playing in 
the ocean, millions of years ago. But the first difference 
quickly appears: combat is turn-based and very simple. 

As you defeat enemies you earn EVO points, 
which can upgrade your stats: Vitality (hit points), 
Endurance (defence), Wisdom (special abilities) and 
Attack (damage). Each has a threshold, so, once you 
invest enough points in a stat, your creature evolves. 

The stat screen shows a graph with all possible 
evolution forms in each era, but its a very confusing 
system, since stats are presented as cardinal directions 
but don’t work as such, e.g. Wisdom points north, but 
sometimes it leads to an evolution that’s south or east 
of your current one, making it hard to plan ahead. 

As you evolve and complete quests - which 
usually require talking to a certain NPC or visiting 
a certain area - you’ll jump millions of years into the 
next chapter, where new evolutions and perils await. 

The game is divided into six chapters, and here 
we see another big difference from the SNES remake: 
the story is much larger in scope, going all the way into 
the far future. And it involves not only the goddess 
Gaia acting as your guide, but also aliens controlling 
Earth’s evolution under orders from Lucifer! 


In the end, Theory of Evolution is an amazing 
concept stuck inside a simple and heavily dated RPG. 
There’s no doubt that the SNES remake is the superior 
game, but the original still manages to stand out by 
offering a much weirder and far-reaching story. 

If evolving all the way from Cambrian creatures 
to future humanoids sounds like a cool idea, then give 
Theory of Evolution a try - it’s always good to see that 
RPGs can deliver much more than medieval fantasy. FE 



:iiosaur fan 


■Jsanderthal 





Endurance 


You can get 
the fan-patch 
to E.V.O. at the 
46 Oku Men 
website, which 
also contains 
a great guide 
on how to 
emulate the 
PC-98. 


Combat is 
turn-based and 
very simple. 
There are few 
possible actions 
and stats are 
very important, 
making high- 
level enemies 
unkillable unless 
you grind. 


Each chapter offers 
several playable 
creatures, some 
of them historically 
accurate, others 
not. If you reach an 
evolutionary dead 
end, you'll get one 
of many humorous 
bad endings. 


-99 




































































































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Q) 1“ 

O CD 

C J CD 
£ 3 
O Q_ 


Dozens of mods 
have been created 
for Legend of Cao 
Cao, from more 
campaigns around 
Three Kingdoms' 
characters to 
entire new games. 
The Legend of Lu 
Bu mod is highly 
recommended, 
and also available 
in English. 


The game retells 
Cao Cao's role in 
the Romance of 
Three Kingdoms 
novel quite 
faithfully despite 
adding some bits 
of humour. 


The massive 
roster of heroes in 
the novel makes 
for interesting 
battles, as enemies 
have their own 
personality and 
fighting style. 



I ’ve been a sucker for Romance of the Three 
Kingdoms ever since playing it on the Nintendo 
back in the early 1990s, later reading the story in 
its huge entirety back in 2000. I’m not the only fan of 
this historical epic, since there is quite a long list of 
movies and games based upon this Chinese classic. 

The Legend of Cao Cao is one of these many 
games, a turn-based Strategy RPG similar to the Fire 
Emblem series, published by Japanese developer Koei. 



You play as the legendary general Cao Cao, from 
his rise as a young officer helping to control a peasant 
rebellion to his gradual climb to power. The game 
requires you to make important moral choices, and 
if you follow the power-hungry path the story follows 
events from the novel. However, if you choose to 
neglect power in pursuit of what is morality correct, 
then the game goes on a completely different path in 
a quite awesome way. 

No matter what way you choose, you will find 
yourself having to defeat enemy armies with troops of 
varying capabilities. Your primary units are infantry, 
cavalry and archers, but adding to the fun are also 
other units, such as barehanded brawlers, chariot 
riders, and spellcasters that can boost abilities, heal 
injured allies, or cast status effects on enemies. 

Equipment can be purchased and characters also 
increase in levels and combat skills through fighting. 
Special events can also occur in battle, usually when 
two opposing officers meet in a battle where they 
historically fought each other. 

There are also different ability scores, based 
roughly on who appeared stronger or more tactically 
brilliant than peers in the novels. 

The graphics are simple, with well-designed 
pixelated animations to denote units on static terrain. 
Some of the animated scenes are beautiful, like when 
rival warriors face off against one another or during 
conversations that Cao Cao will have while speaking 
to members of his court or war council. 

Legend of Cao Cao is actually the third game 
of Koei’s Legends series The previous two 

titles focused on Liu Bei and Zhuge Liang, Cao Cao’s 
rivals during the Warring States period. However, the 
Legend of Cao Cao is widely considered the best and 
it’s the one I recommend playing. DT 


500 










































P eople play CRPGs for various reasons. Some 
do it for the story, others for atmosphere or 
immersion. These, however, aren’t valid reasons 
to play Labyrinth of Touhou. Try it, rather, if you 
enjoy party-building or the idea of playing a dungeon 
crawler with the most flexible and challenging first- 
person turn-based combat to date. 

Like Touhou itself - originally the setting of 
cult classic shoot 'em ups full of anime girls with 
magic powers (complete with an obsessed fandom) 
- Labyrinth of Touhou is nonsensical. Thankfully, you 
do not need to care about Suwako’s affinity for frogs 
or Reimu’s duties at the Hakurei Shrine to enjoy it. 

What you need to care about is combat and 
character development, and what you need to know is 
that this game and its sequel are two brutal dungeon 
crawlers that have you navigate a massive dungeon, 
presented as an abstract network of passages, and 
fight in random and scripted encounters, during 
which the game switches to Wizardry- like combat. 

I said u Wizardry- like combat", but that’s a 
simplification. Labyrinth of Touhou lets you manage a 
cast of 20+ characters that you recruit as you explore 
the dungeon, with an active party of 12 (four of them 
in the front row). You need to swap active characters 
in and out during combat, taking everyone’s Speed stat 
and combat role into account. This becomes crucial, as 
enemy attacks are varied and deadly, necessitating you to 
keep track of every character every turn to survive. The 
open-endedness and the tactical diversity a large party 
offers lies at the heart of the game’s appeal. 

Each character comes with her own stats, 
abilities, and weaknesses (all represented by numbers 
you can tinker with), while leaving enough room to 
experiment with alternative builds, given the plethora 
of stats, skills and equipment to choose from. 


Labyrinth of Touhou takes first-person party 
combat and brings it to new mechanical heights. 
The importance it places on a large party roster is 
unrivalled, and no other RPG of this type has been 
able to achieve this level of synergy between stats, 
skills, and combat mechanics. 

Newcomers might want to start with the slightly 
more accessible sequel, Labyrinth of Touhou 2 (2013). 
Just be ready to die. A lot. CB 




You fight with 
four characters 
at once, but can 
bring eight more 
and swap them 
during battle. 


If you find this 
map exciting, 
then Labyrinth 
of Touhou is the 
game for you. 
Otherwise, stay 
far away. 


501 




































Visit www. 
swordofmoon 
light.com. where 
you can find 
the game's fan- 
translation and a 
small community 
creating their 
own games. 


Moratheia, by 
Ben Connolly 
is a great game 
created using 
the Sword of 
Moonlight. A bit 
more fast-paced, 
it plays like a 
cross between 
King's Field and 
Demon's Souls. 


The editor allows 
you to create 
your own games 
or fully modify 
the included 
King's Field 1 
remake, but it's 
too outdated and 
limited to be of 
any real use today. 


D ark Souls took the world by storm in 2011, 
awing gamers with its gothic atmosphere, high 
difficulty, rewarding exploration and cryptic 
lore. While it was the game that made From Software 
go mainstream, many fans will be quick to point out 
that Demons Souls (2009) already had these elements. 

However, very few will recall that From Software 
had been following a similar design philosophy since 
their very first game, Kings Field , released in 1994. 




Its impressive: Ultima Underworld had just come 
out two years earlier in the US, yet From Software was 
already taking the revolutionary concept of a fully 3D 
first-person RPG and adding its own, dark twists. 

But a word of caution: don’t expect the fast-paced 
combat of Dark Souls or Bloodborne. Kings Field 1 was 
a launch title for the original PlayStation. Its graphics 
have aged terribly and the gameplay is slow and clunky 
- something that From Software cleverly subverted to 
turn the game into a zen-like, introspective experience. 

The Kings Field series fully embraces its slow speed. 
Combat is challenging, but it takes a backseat to the 
atmosphere and exploration. Above all, these games are 
about carefully delving into a desolate world, collecting 
items, solving puzzles and piecing together the story. 

The series had four main games - all for consoles. 
But in 2000, From Software released Sword of Moonlight, 
a toolset for making Kings Field- like games on the PC. 
It even came with a remake of the first game that you 
could play or open in the editor and modify freely. 

It was released only in Japan, but fans eventually 
translated it and began to create games in English. 
Today there are a few fan-made guides and tools to 
help people make their own games but, honestly, the 
heavily dated editor and engine stands as little more 
than a curiosity, and the remake of Kings Field 1 isn’t a 
good introduction to the series. 

If you want to experience the lineage that led to 
Dark Souls , it’s better to start with the fourth title in 
the series, Kings Field: The Ancient City (2001), or with 
Shadow Tower Abyss (2003), a horror spin-off game. 

However, if you played those and still want more, 
there’s enjoyment to be found in the Sword of Moonlight 
fan-made games, such as the short tales of Dark Destiny 
and Return to Melanat , the puzzle-based challenge of 
Trismegistus , or the epic adventure of Moratheia. FE 


502 






















T he Ranee series of erotic RPGs began back in 
1989, following the adventures of a man named 
Ranee in search of money and sex. The series is 
over a dozen titles long, each different from the previous, 
but Sengoku Ranee is the best of the bunch. 

Its a tricky game. The plot starts off simple enough: 
Ranee is given control of the Oda clan during Japans 
“Warring States” era and must unite the land into one 
nation. The goofy opening hints at a casual Eroge RPG 
and the first battles are simplistic. 

However, a few turns in and the others begin to 
see your rising power as a threat. Inevitably, you’ll find 
yourself fighting on several fronts, having to make 
hard decisions on where to send your few officers. 
Defeat becomes inevitable and you restart the game, 
wondering how such a game became so complicated. 

That’s because Sengoku Ranee is actually a very 
complex turn-based Strategy/RPG, centred around a 
massive cast of officers. Each of them has a skill set 
that fits them into a role, such as being a tough melee 
attacker with decent defence or an archer that targets 
from a back row. The more troops the officers have, 
the more damage they inflict. If they lose their troops, 
they are either killed off, captured, or flee. Ranee can 
try to hire, release, or execute officers he captures, 
adding a great diversity to your potential roster. 

Besides attacking and defending territories, you 
can also purchase troops and materials, interact with 
officers, engage in events and explore the provinces or 
dungeons for treasures. There’s a lot to do, and you’ll 
have to consider each officer’s stats to succeed. 

The storyline also tricks you. Ranee is meant as 
a parody of the RPG hero, who travels with scantily 
clad females, uses violence as a solution to everything 
and always sees himself as a hero - even as he rapes 
women or slays monsters while they beg for mercy. 


But what starts as a comedic parody seamlessly 
transitions into a game about responsibility to friends 
and allies as Ranee slowly shows compassion, and 
closes out in grim horror, with the tolls of war taking 
him into a cycle of depression that affects gameplay 
Packing a surprising story, challenging battles, 
great artwork and multiple endings, Sengoku Ranee is 
quite the work. I highly recommend everyone giving 
it a try, even if Eroge is not your thing. DT 



ggfoVTUnil ]frm f | SPrtfn | Bat. «.il ^ jnCCHT ; 


Q) (D 


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fl> O 


MangaGamer 

has been 
working 
on official 
translations of 
several Ranee 
titles. And if you 
enjoy Sengoku 
Ranee's strategic 
combat you can 
try Daibanchou 
-Big Bang Age, 
which uses a 
similar battle 
system. 


You'll fight in 
battlefields, but 
can also take 
your officers into 
dungeons, though 
that might leave 
your provinces 
vulnerable. 


The huge amount 
of provinces, 
officers, treasures, 
dungeons, items 
and events makes 
every playthrough 
different. 


503 








































Kamidori is a 
spiritual sequel 
to another of 
Eushully's games, 
called Hi mega ri 
Dungeon Meister, 
which was also 
fan-translated. 


When characters 
clash on the 
battlefield, they 
get to hit each a 
other a number 
of times based on 
their speed, traits 
and attack range. 


Your store is 
where you 
perform alchemy, 
crafting items to 
sell, complete 
requests or 
strengthen your 
party members. 


K amidori Alchemy Meister / x 7 

'i'M— is a Japanese Eroge CRPG where you 
play an apprentice alchemist setting up shop 
and moving up through his guilds ranks. 

During this journey, you’ll meet a large cast of 
characters asking for alchemical services, while old 
conflicts with foreign factions slowly come to fore. 
Since this is a CRPG, your quest to promote peace, 
love and understanding is mostly done via battles. 

You explore areas on a 2D turn-based overhead 
map, similar to games like Fire Emblem , but areas here 
have a more dungeon-like design, with many tight 
corridors, hidden paths and treasures, locked doors, 
traps, areas only flying/swimming/digging characters 
can reach, tough optional enemies, etc. 




Combat occurs when friendly and enemy units 
collide, with their stats, traits and skills determining 
how many attacks each side will perform, in which 
order and how much damage they’ll deal. Ranged 
and magical attacks work in a similar way, though 
then can be entirely one-sided if an opponent has no 
retaliatory ranged attack of his or her own. 

By exploring dungeons and defeating monsters, 
you gain alchemical ingredients, and this is where 
the real core of the gameplay lies. With these raw 
materials you can create equipment for your ever- 
increasing party of adventurers, as well as saleable 
items to help fund your store and crafting rooms. 

The more you craft, the better your crafting rating 
becomes, allowing you to design truly valuable items 
and equipment, as well as furniture, workbenches, 
and other tools that further improve your skills and 
how much you can charge for items. 

It’s quite the gratifying cycle, and the game’s 
dungeons all have optional objectives that award rare 
items, encouraging you to return for more ingredients. 

The game’s supporting cast is also diverse, with 
a large assortment of monsters and heroes that will 
join your fight as you progress (with even more 
heroes only available in New Game+). This being an 
Eroge game, many of these heroes will be generously 
proportioned young women. 

Yes, while the first chapters of the game are 
merely "romantic", there’s sex and nudity in the later 
portions, leaning into a “harem” kind of story. The 
game also has three different routes, depending on 
which of the three main heroines you romance. 

While this aspect might turn some players away, 
Kamidori Alchemy Meister is an addictive game with a 
lot of replay value. Try it, especially if you enjoyed the 
old Shining Force series. DT 


504 




































B rany Skeldalu (translated as Gates of Skeldal) is a 
hidden gem from the Czech Republic. Originally 
an MS-DOS game, it was later released as freeware 
and ported to Android and iOS thanks to a successful 
2013 fundraiser by one of the games original developers. 
The game also got an English translation but, sadly, its 
mostly a crude, poorly made machine translation. 

Regardless, the game is still worth a closer look. 
Your three starting characters wake up almost naked 
and with no memory. A parchment nearby explains 
that you were summoned from another world as a last 
attempt to stop a great evil from taking over the land. 
From there, the game follows in the spirit of old-school 
dungeons crawlers: exploration, puzzles and combat. 

Gates of Skeldal has three defining features. First, 
its hand-drawn art style, which looks good even today. 
Second, it came with a map editor, allowing players to 
easily mod it. Third, it has a unique combat system. 

Exploration is done in real time, but once you reach 
an enemy it becomes turn-based. Your party will grow 
up to six characters, and each can move separately. For 
example, you can move to attack the enemy from sides, 
or shoot over your front-line warriors. At your turn's start, 
you plan what each character will do - attack, cast spell, 
use items or move to a different tile. After planning the 
turn, you click on “execute” and watch the actions play out. 

The game uses a classless system where the player 
distributes points between four attributes, with weapon 
skills adding additional bonuses. Weapons, armour 
and spells all have different requirements, but hybrid 
characters are still possible. Spell-casting is based on 
35 magic runes, each with three levels of casting power. 
However, you need to find or buy the runes first. Some 
interesting spell combinations can be used in combat, 
and you must also keep an eye on your characters 
exhaustion, food and water supplies. 


The game was followed by two sequels. Brany 
Skeldalu 2 (2002), also known as The Fifth Disciple , 
surprised fans by being more of an Adventure game with 
light RPG elements. In 2016, Napoleon Games released 
the third game in the series: 7 Mages. Inspired by Akira 
Kurosawas Seven Samurai movie, the game returned to 
the series' roots of dungeon-crawling with a party of seven 
characters. A good game on its own, it was also the first in 
the series to be officially translated into English. PE 




You can get 
the English 
translation 
and many tools 
and fan-made 
adventures at 
www.skeldal. 

vvletnici.net 


Despite being 
a first-person 
blobber, Gates of 
Skeldal allows the 
party to be split 
during combat 
and for puzzles. 
The warrior 
behind the ghost 
is actually one of 
my characters. 


The game's English 
translation was 
done via Google 
Translator and is 
very uneven, leaving 
some menus and 
texts still in Czech. 


505 




























Games well (likely) never play 


Talking about cancelled games is a difficult and frustrating task. There’s little concrete information, a lot of 
rumours and, sadly, enough cancelled games to fill an entire book. 

Restricting ourselves to CRPGs, there are numerous infamous titles such as Deus Ex: Insurrection and Deus 
Ex 3, Alpha Protocol 2, Betrayal at Krondors original sequel Thief of Dreams, Arcanum 2, Ascendant, Armalion, 
Stonekeep 2, Tannhauser Gate, Witchwood, Lord of the Rings: The White Council, etc... 

There are also cancelled MMORPGs, such as Ultima Online 2, Shenmue Online, Blizzard’s Titan, the World 
of Darkness MMO and Bailout Online/Project V13. Plus all the countless Kickstarter projects that never made 
it, including Guido Henkel’s Deathfire. Even fan projects, such as the recently cancelled Project Vaulderie - a 
remake of VtM : Bloodlines. The list goes on and on and on, and those are the ones we know about. Most of them 
go silently into the night, with developers spending years of their lives without the audience ever seeing their 
work or even being aware it existed. 

Those which we hear about lead to a special kind of fascination and desire, as usually all we get to see are 
teasing screenshots, exciting features and ambitious statements. Cancelled games have no bugs, no rushed 
parts, no balance issues, no boring battles - they live as enduring, perfect promises, made of both announced 
features and of those perfect details that fans dreamed the game could have. 

Thus, this isn’t an absolute, extensive list, nor a best-of rank, but rather a collection of some of the most 
interesting ones that we know about. And a small tribute to those that worked so hard on games that never saw 
the light of day. 

Meantime 


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Wasteland was a big hit back in 1988, so a sequel 
was the next logical step. Unfortunately, EA held the 
trademark and went on to make the horrible Fountain 
of Dreams (1990), but Brian Fargo and Interplay had a 
plan of their own - titled Meantime. 

The game would involve time travel and feature 
historical characters such as Albert Einstein, Wernher 
von Braun and Amelia Earhart, as well as fictional 
ones. Fargo and his team worked a year and a half into 
the game, but the game was never released. 

However, a recent trademark of “Meantime” by 
a company linked to Brian Fargo’s inXile has brought 
back hope to frustrated wannabe time travellers. 


506 






















Champions 


Why there are so few superhero RPGs? Hero 
Games tried to answer that in 1992, but and never 
made it. They attempted to adapt their tabletop ruleset, 
Champions: The Super Role-Playing Game , into a fully 
fledged CRPG that allowed you to customise your 
powers, one-liners, spandex and everything. 

It even made it to the cover of April 92s 
Computer Gaming World magazine, with a preview 
praising the conversation system - but that’s the last 
we heard of it. All that remains are these screenshots. 

The Black Hound 



First announced in 2001 and commonly known 
as Baldurs Gate III: The Black Hound , it actually bears 
no relation to the plot or characters of the previous 
Baldurs Gate games. It wouldn’t even be developed by 
Bio Ware or use the famous Infinity Engine. 

Instead, it was a Black Isle project, designed as 
a fully 3D RPG, powered by the newly developed 
Jefferson engine and using D&D 3rd Edition rules. 

Led by Josh Sawyer, the game would have players 
being haunted by the eponymous black hound - a 
physical manifestation of guilt. This would allow the 
player to see and interact with the guilt of others, but 
would also place them in the crosshairs of a cleric 
named May Farrow, from whom the hound originated. 

While there were plans for a full trilogy of games, 
The Black Hound was cancelled in 2003, reportedly 
being about 80% complete at the time. 

Fallout 3 / Van Buren 


The project was having issues with the D&D 
licence but, regardless, the financial crisis of Interplay 
would close the Black Isle Studios shortly after. 



The only other game to use the infamous 
Jefferson engine, Black Isle’s original Fallout 3 was 
code-name Van Buren , and was far into development 
when Interplay closed the studio down in 2003. 
It would tell the story of a fugitive prisoner in the 
American Southwest, featuring both turn-based and 
real-time combat modes. 

The project was canned, but some elements 
came back in Fallout: New Vegas , such as Caesar’s 
Legion and the Burned Man. A tech demo was leaked 
and can still be downloaded online. 

It’s a title that still carries the dreams of those 
frustrated by Bethesda’s Fallout. As such, a fan-made 
remake using is currently in the works. 



While Freedom 
Force delivers 
on many of 
Champions' 
concepts, these 
screenshots are 
just too charming. 


The only known 
screenshot of 
The Black Hound 
came from Josh 
Sawyer's desktop 
background. 


It may look dated 
today, but this 
screenshot was 
the dream of 
many RPG fans in 
the early 2000s. 


507 






































Ultima VIII: The Lost Vale 


One of the few 
surviving images 
of Lost Vale, 
showing the three 
imprisoned gods. 


Guardians: Agents of Justice 


An expansion for Ultima VIII: Pagan (1994), The 
Lost Vale would allow take the Avatar to a fortress 
in the clouds, where he would have to release three 
ancient gods that might help him return to Britannia. 

Unlike the other games listed here, it was 100% 
finished, ready to be copied and shipped. But then 
someone at EA changed their mind (probably due to 
Ultima VHTs poor sales) and the game was shelved. 

Or rather, it wasn’t - Lost Vale wasn’t archived 
in any way, and all its data was eventually lost. The 
only thing that survived was the game’s box art, some 
screenshots and scarce details about the plot. 


The previews 
promised players 
would be able to 
pick up enemies 
and throw then into 
fully destructable 
buildings, thanks to 
the X-COM: 
Apocalypse engine. 


Guardians is another entry into the apparently 
cursed realm of superhero RPGs. 

Developed by Simtex, the company responsible 
for strategy classics like Master of Orion (1993) and 
Master of Magic (1994), and published by MicroProse, 
it would use the powerful X-COM : Apocalypse engine 
to allow players to control their very own team of 
superheroes and save the day from evil-doers. 

Other features include multiplayer, destructible 
environments and custom hero creation, with 46 
superpowers, 17 skills and eight attributes to tinker with. 

Sadly, the company closed down in 1997, and the 
game was never finished. 

Stormbringer: Elric of Melnibone 



A screenshot 
from Snowball 
Interactive's 
Stormbringer, an 
ambitious blend 
of genres starring 
the last Emperor 
of Melnibone. 


The White Wolf. Last Emperor of Melnibone, 
white as a bleached skull, fated to wield the runeblade 
Stormbringer. Created in 1961 by Michael Moorcock, 
Elric of Melnibone is one of the most influential 
characters in fantasy literature. 


Elric has been featured in several books, songs 
(. Hawkwind , Blue Oyster Cult, Diamond Head, Blind 
Guardian, etc), comics and tabletop RPGs, but oddly 
his video games seem cursed to be cancelled. 

The first attempt was simply title Elric , and it was 
an Action RPG for the PlayStation made by Psygnosis. 
Mixing Diablo and Legacy of Kain influences, it was 
scheduled for a 1998 release, but never made it. 

The second was Stormbringer: Elric of Melnibone, 
by Snowball Interactive. An ambitious title, it would 
mix several genres, allowing you to explore the world 
in real time, talk to NPCs, make story choices and 
fight individual foes with Elric, but also command a 
legion into large-scale RTS battles. 

Unfortunately, the game was cancelled in 2000, as 
the developers couldn’t secure a publishing contract. 
Thus, the only White Wolf in CRPGs is Geralt of Rivia 
- who Michael Moorcock claims is a rip-off of Elric. 




508 





























Aliens: Crucible 


SEGA announced this Alien- based RPG back in 
2006, to be developed by Obsidian Entertainment. 

It had a clear Mass Effect influence and would 
focus heavily on survival, with real-time squad combat, 
lots of dialogues and even some base-building. 

According to a post by developer Anthony Davis, 
it was a game of limited resources and permadeath, to 
create a sense of tension, of fearing the environment, 
instead of relying on the horror of the alien monster. 

For example, if a companion was attacked by a 
face-hugger, players had to decide whether to mercy- 
kill them, put them on stasis or just keep playing, 
knowing he/she will eventually burst and die. 



The game was quietly cancelled in 2009, but a 
gameplay video preview showing various features 
surfaced in 2013 and can be seen on YouTube. 


Crucible played 
as a third-person 
shooter/RPG 
hybrid, with a 
party of three 
other characters 
you could give 
orders to. 


Torn 


Torn is one of those games that shows just how 
important Black Isle Studios was back then. 

Made by the team behind Planescape: Torment , it 
was a real-time RPG set in an original setting, using 
a modified version of Falloufs SPECIAL ruleset. It 
would also be the company’s first 3D game. 

However, the team was unfamiliar with the new 
technologies and struggled with the Lithtech engine, 
while Interplay’s financial issues got worse and worse. 

In the end, Torn was announced in March 2001, 
shown at E3, and then quickly cancelled in June 2001. 
Yet, to this day, it’s still remembered. 



Players would 
control a single 
character, 
cursed to bring 
misfortune to 
those around 
him/her, and 
would be aided 
by up to five 
companions. 


Newcomer 


This one is listed here, but it’s actually released. 
Kind of. In 1990, a group of Commodore 64 fans 
decided to develop their own RPG. For the C64, 
naturally. After four years of work, they released 
Newcomer , a mix of Wasteland with Neuromancer and 
Dragon Wars , released only in Hungary. 

In 2001, an English version was finally released, 
again only for the C64, and in such limited scale it’s 
impossible to find anyone who actually played it. 
Furthermore, this version contained a game-breaking 
bug, which led to the development of a new version, 
titled Ultimate Newcomer - this time aiming for a 
Windows release as well. 

Work on this version started in 2003 and still 
isn’t finished. A 2012 release date was announced, but 
only silence followed once it passed. 


While there isn’t a playable version of the game 
out yet, Newcomer sums up to almost 30 years of total 
development time, probably the longest in history. 



Newcomer is 
quite pretty, 
considering 
it's made for a 
computer system 
released in 1982. 


509 























The Broken Hourglass 


While The Broken 
Hourglass used 
it own engine, 
it was clearly 
inspired by 
Baldur's Gate. 


Scanned 
images from 
the September 
1992 issue of 
PowerPlay, 
showing EA's 
Bard's Tale IV. 


By the end of 
the 90s, EA's 
Bard's Tale IV 
project had 
become a 3D 
Action RPG with 
multiplayer. 



The Bard's Tale IV 


Created by a group of long-time Baldur’s Gate 
modders, The Broken Hourglass was supposed to be 
an indie successor to the Infinity Engine games. 

Set in a Byzantine-inspired fantasy setting, the 
whole game occurred inside a city under siege. Like 
Baldur’s Gate , it used an RTwP combat system and 
had various recruitable (and romanceable) NPCs. 

Introducing its own original ruleset, it had a 
very interesting magic system, where characters had 
a limited energy pool and had to allocate it among 
offensive, defensive and curative spells, as well as 
power their equipped magic items. 

The game was under development from 2005, 
but got cancelled in 2011, with developers claiming 
that it was “infeasible to deliver the game promised”. 


This one had many, many incarnations. 1989 s 
Dragon Wars was originally intended to be Bard’s 
Tale IV, but due to licence issues with EA, Interplay 
couldn’t use the name anymore and had to change the 
whole game just a few months before release. 



In 1992, German magazine PowerPlay featured 
a preview of EA’s own Bard’s Tale IV. According to 
project manager Rick Lucas, the game was already 
two years into production and it was huge - the 
biggest RPG ever. So big that they were considering 
releasing it in two parts. Dungeon-crawling would 
still be in first-person, but the rest of the world would 
be explored through a 2D bird's-eye view camera. 

Yet, for all this excitement, the game mysteriously 
vanished, and was never spoken of again. 

Over the years, other attempts followed. A leaked 
internal presentation video shows footage of a 3D 
Bard’s Tale IV, planned for a 1999 release. It features 
multiplayer, random environments and arguably the 
most ridiculous “boob armour" design ever. 

Former Interplay programmer Rebecca “Burger” 
Heineman revealed in an interview that she tried to 
pitch a BTIV project to EA and never got greenlit. 

Another case was Devil Whiskey , a 2003 blobber 
that began as “Bard’s Tale IV project”, changed names 
to Bard’s Legacy: Devil Whiskey after a while and then 
competently dropped the “Bard” part in the end. 

By then, Brian Fargo managed to get the licence 
back and released The Bard’s Tale (2004), a parody 
Action RPG with barely any resemblance to the classic 
dungeon-crawling series. 

It was only in June 2015, through a Kickstarter 
campaign (which raised $1.5M), that Brian Fargo and 
inXile finally began making the “true” Bard’s Tale IV 
- a first-person dungeon crawler with part- and turn- 
based combat. 


510 


























Citadel of the Black Sun 


There’s not much information on this story, but 
it is quite a fascinating one. According to developer 
Teut Weidemann, in 1988 SSI asked German studio 
Rainbow Arts (famous for Turrican ), to create a new 
game for the IBM PC, targeting the US market. 

They came up with Citadel of the Black Sun , an 
RPG that looked way ahead of its time. It was fully 
mouse-driven, with a command bar on the side of 
the screen, and its inventory had a “paper doll” of the 
characters, displaying the actual weapon and armour 
they were wearing (something new at the time). 

Furthermore, it used an isometric point of view, 
complemented by a line-of-sight system - indoor areas 
were dark unless you were near a door or window. 

Teut tells that SSI loved the prototype and wanted 
it to use their AD&D licence, going as far as saying 
that there were plans to make all future SSI RPGs be 
based on Citadel of the Black Suns engine. 


However, a love triangle among the developers 
resulted in Teut departing the company and the project 
being cancelled soon after. Today, all that remains is an 
alpha build on his computer and conjectures about the 
impact such game could have had in the genre. 



Despite the 
16-colour 
limitation of 
EGA video cards, 
Citadel had 
striking visuals. 
The isometric 
view was rarely 
used at the time, 
except for ZX 
Spectrum games 
like Knight Lore 
(1984). 


Wizardry VIII: Stones of Arnhem 


The history of the Wizardry series is shrouded 
in mystery, lawsuits and Japan, but this one takes the 
biscuit. In 1992, D.W. Bradley had delivered Wizardry 
VII almost by himself and left Sir-Tech. For some 
(likely legal) reason, the company then hired a team 
in Australia to develop a sequel: Stones of Arnhem. 

Supposedly, this Australian team included 
people such as actor Max Phipps and film-maker 
Phil Moore. According to an interview with Robert 
Sjxotek, after some years of development the project 
was going nowhere. Sir-Tech threatened to close 
the project, but a “crackerjack” programmer named 
Cleve Mark Blakemore stepped in with a plan to save 
the project. In the end, it still failed and the game was 
canned. An entirely different Wizardry 8 was later 
released by another team in 2001, and so Stones of 
Arnhem was all but forgotten. 

More than 15 years later, an innocent user at the 
RPG Codex opens a thread asking a simple question: 
“Why did Sir-Tech go bankrupt?” . To answer his 
question, one Cleve Mark Blakemore emerges and 
starts wild rants about his work on Stones of Arnhem, 
Sir-Techs bad management, the mental state of the 
team and on how the artists were designing oddly 
sexual creatures - including a “Penissaurus”. 

His claims were ignored, often ridiculed, some 
doubting that Arnhem had even existed. 


But, years later, an eBay seller named “hotalibl” 
appeared on that same thread with a bundle of design 
documents and floppy disks from Stones of Arnhem. 
And they indeed featured Cleve. And they indeed 
featured art of “dubious taste”. 

The auctions were in progress, some items being 
bid on for more than $1,000, when suddenly everything 
vanished. It turns out that former Sir-Tech employee 
Brenda Romero and The Strong Museum contacted the 
seller , directly acquiring all the documents. 

Thus, Stones of Arnhem continues to be a mystery. 
Or, perhaps, it’s more of a mystery than ever. 



Some of the 
concept art 
featured in the 
Stone of Arnhem 
eBay auctions. 


511 










































Further Reading 


E veryone loves lists. So we selected some of the 
most interesting “Best RPG” lists out there, as 
well as preparing some of our own. We didn’t 
only list RPGs, but also other sources you can consult 
when looking for information on CRPGs. 

There’s much more gaming knowledge out there 
than this book can possibly ever hope to contain, so 
we listed other books, websites, YouTube channels 
and resources. There’s also a handy glossary, for those 
new to the genre and, finally, an index to help you 
quickly find what you’re looking for. 


A gypsy from 

Ravenloft: 

Strahd's 

Possession reads 
the future of 
the player's 
characters. 





Lists 


RPG Codex’s Top 72 CRPGs 

From May 10, 2014 


A voting conducted with 234 members of the RPG Codex. Each could freely distribute 25 points among 
what they believed are the best CRPGs ever. The top 72 games are listed bellow, with a few ties. 

Available here - www.rpgcodex.net/content.php?id=9453 


1. Planescape: Torment 

2. Fallout 

3. Fallout 2 

4. Baldur s Gate 2: Shadows of Amn 

5. Arcanum: Of Steamworks and Magick Obscura 

6. Vampire: The Masquerade - Bloodlines 

7. The Elder Scrolls III: Morrowind 

8. Fallout: New Vegas 

9. Gothic 2 

10. Wizardry 8 

11. Deus Ex 

12. Neverwinter Nights 2 - Mask of the Betrayer 

13. Jagged Alliance 2 

14. Dark Souls: Prepare To Die Edition 

15. Wizardry VII: Crusaders of the Dark Savant 

16. Betrayal at Krondor 

17. Baldur’s Gate 

18. Darklands 

19. Star Wars: Knights of the Old Republic II-The Sith Lords 

20. Ultima Underworld: The Stygian Abyss 

21. The Temple of Elemental Evil 

22. Icewind Dale 
22. System Shock 2 

24. The Witcher 

25. Might and Magic VI: Mandate of Fieaven 

26. Gothic 

27. Knights of the Chalice 

28. Might and Magic: World of Xeen 

29. Alpha Protocol 

30. Realms of Arkania II: Star Trail 

31. Dark Sun: Shattered Lands 

32. Wizardry VI: Bane of the Cosmic Forge 

33. Dragon Age: Origins 

33. Ultima VII: The Black Gate 

35. The Elder Scrolls II: Daggerfall 

36. Pool of Radiance 


37. Might and Magic VII: For Blood and FFonor 
37. Ultima IV: Quest of the Avatar 

39. Ultima VII Part Two: Serpent Isle 

40. Icewind Dale II 

40. The Witcher 2: Assassins of Kings 

42. Wasteland 

43. Quest For Glory IV: Shadows of Darkness 
43. Ultima V: Warriors of Destiny 

45. Might and Magic III: Isles of Terra 

45. Star Wars: Knights of the Old Republic 

47. Anachronox 

47. Arx Fatalis 

47. Geneforge 

47. Pools of Darkness 

51. Albion 

52. Drakensang: River of Time 
52. Risen 

54. King of Dragon Pass 

54. Ultima Underworld II: Labyrinth of Worlds 

56. Deus Ex: FFuman Revolution 

56. Divine Divinity 

56. Mount & Blade: Warband 

59. Dungeon Master 

59. Mass Effect 

61. ADOM - Ancient Domains of Mystery 
61. Neverwinter Nights 2 
61. System Shock 

64. Wizardry I: Proving Grounds of the Mad Overlord 

64. Wizardry IV: The Return of Werdna 

66. Champions of Krynn 

66. Lands of Lore: The Throne of Chaos 

68. Star Control II 

69. Dark FFeart of Uukrul 

69. FFeroine’s Quest: The FFerald of Ragnarok 
71. Divinity 2: The Dragon Knight Saga 
71. Wizards & Warriors 


514 






Rock Paper Shotgun’s The 50 best RPGs on PC 

From July 10, 2015 


An excellent and broad listing of PC RPGs, as voted for and organised by RPS s staff. 
Available here - www.rockpapershotgun.com/2015/Q7/10/best-rpg 


1. Dark Souls: Prepare To Die Edition 

26. UnReal World 

2. Planescape: Torment 

27. Dins Curse 

3. Baldur s Gate 2: Shadows of Amn 

28. ADOM - Ancient Domains of Mystery 

4. The Elder Scrolls III: Morrowind 

29. Sunless Sea 

5. Ultima VII: The Black Gate 

30. The Elder Scrolls II: Daggerfall 

6. Deus Ex 

31. Banner Saga 

7. The Witcher 3: Wild Hunt 

32. Titan Quest 

8. System Shock 2 

33. The Elder Scrolls V: Skyrim 

9. FTL 

34. Darkest Dungeon 

10. Fallout 

35. Neverwinter Nights 2: Mask of the Betrayer 

11. Dragon Age: Origins 

36. Shadowrun: Dragonfall - Directors Cut 

12. Divinity: Original Sin 

37. Wasteland 2 

13. Legend of Grimrock II 

38. Wizardry 8 

14. Ultima Underworld II 

39. Betrayal at Krondor 

15. Dwarf Fortress 

40. Darklands 

16. Mass Effect 2 

41. Eye of the Beholder 

17. Pillars of Eternity 

42. Brogue 

18. Zanbgand 

43. Torchlight 2 

19. Vampire: The Masquerade - Bloodlines 

44. Pool of Radiance 

20. NEO Scavenger 

45. Space Rangers 2 

21. Deus Ex: Human Revolution 

46. Recettear: An Items Shop Tale 

22. Star Wars: Knights of the Old Republic 

47. Diablo II 

23. Anachranox 

48. Risen 

24. Fallout: New Vegas 

49. Dungeon Master 

25. Avernum: Escape From The Pit 

50. Hand of Fate 


PC Gamer's The best RPGs of all time 

From October 12, 2017 

PC Gamer s list values fun over historical relevance, focusing on games that are still fun to play. 

Available here - www.Dcgamer.com/the-best-rpgs-of-all-time-l 

1. Planescape: Torment 

19. Divinity: Original Sin 

2. Baldur s Gate 2: Shadows of Amn 

20. Ultima Underworld: The Stygian Abyss 

3. Fallout 2 

21. Pillars of Eternity 

4. The Witcher 3 

22. The Elder Scrolls V: Skyrim 

5. Dark Souls: Prepare To Die Edition 

23. Gothic 2 

6. Mass Effect 2 

24. Neverwinter Nights 2 

7. The Elder Scrolls III: Morrowind 

25. Mount & Blade: Warband 

8. Deus Ex 

26. Darkest Dungeon 

9. Ultima VII: The Black Gate 

27. Path of Exile 

10. System Shock 2 

28. Tyranny 

11. Dragon Age: Origins 

29. Undertale 

12. The Witcher 2 

30. Arx Fatalis 

13. Dark Souls III 

31. Legend of Grimrock 2 

14. Fallout: New Vegas 

32. Grim Dawn 

15. Arcanum: Of Steamworks and Magick Obscura 

33. Anachronox 

16. Diablo III: Reaper of Souls 

34. South Park: The Stick of Truth 

17. Vampire: The Masquerade - Bloodlines 

35. Divinity: Original Sin 2 

18. Star Wars: Knights of the Old Republic II 



515 








XP4T’s Best RPGs of the 1980s 

From February 5, 2015 


In this poll, over 1,000 visitors voted on five games from a list of great RPGs from the 1980s. 
Available here - www.xp4t.com/the-best-rpgs-of-the-80s-the-results 


1. Pool of Radiance 

2. Ultima IV: Quest of the Avatar 

3. Wasteland 

4. The Bard’s Tale (Tales of the Unknown: Volume I) 

5. Curse of the Azure Bonds 

6. Dungeon Master 

7. Ultima V: Warriors of Destiny 

8. BattleTech - The Crescent Hawks Inception 

9. Might and Magic II: Gates to Another World 

10. Star Command 

11. Might and Magic I: The Secret of the Inner Sanctum 

12. Ultima III: Exodus 

13. Wizardry I: Proving Grounds of the Mad Overlord 

14. Phantasie III: The Wrath of Nikademus 

15. The Bards Tale III: Thief of Fate 

16. Magic Candle 

17. Rogue: The Adventure Game 

18. The Bard’s Tale II: The Destiny Knight 

19. Wizardry V: Heart of the Maelstrom 

20. Ultima I: The First Age of Darkness 

XP4T’s Best RPGs of the 1990s 

From March 2, 2015 


Once again over 1,000 visitors voted on five games from a list, this time composed of RPGs from the 90s. 
Available here - www.xp4t.com/poll-best-pc-rp2s-of-the-1990s 

1. Baldur’s Gate 

2. Planescape: Torment 

3. Fallout 2 

4. Fallout: A Post-Nuclear Role-Playing Game 

5. Diablo 

6. System Shock 2 

7. The Elder Scrolls II: Daggerfall 

8. Ultima VII: The Black Gate 

9. Betrayal at Krondor 

10. Ultima Underworld: The Stygian Abyss 

11. Might and Magic VI: The Mandate of Heaven 

12. Final Fantasy VII 

13. Wizardry VII: Crusaders of the Dark Savant 

14. Neverwinter Nights (AOL) 

15. Might and Magic: World of Xeen 

16. Dark Sun: Shattered Lands 

17. Eye of the Beholder 

18. Darklands 

19. Ultima Underworld II: Labyrinth of Worlds 

20. System Shock 


RPG Codex’s "Age of Incline” - The best RPGs from 2012-2016 

From Februrary 8, 2017 


A vote with 800 fans on the best releases of the past few years. A very different list from mainstream websites. 
Available here: www.rpgcodex.net/content.php?id= 10535 


1. The Witcher 3: Wild Flunt 

2. Age of Decadence 

3. Divinity: Original Sin 

4. Underrail 

5. Dark Souls 

6. Shadowrun: Dragonfall - Directors Cut 

7. Dragons Dogma: Dark Arisen 

8. NEO Scavenger 

9. Legend of Grimrock II 

10. FTL 

11. Fallout 1.5: Resurrection 

12. Dark Souls III 

13. Shadowrun: Hong Kong 


14. Valkyria Chronicles 

15. Expedition: Conquistador 

16. Dark Souls II 

17. Dungeon Rats 

18. Xenonauts 

19. Heroines Quest: The Herald of Ragnarok 

20. Legend of Grimrock 

21. Tales of Maj’Eyal 

22. Invisible, Inc. 

23. Pillars of Eternity 

24. Wasteland 2 

25. Lords of Xulima 


516 










Editor’s Picks 


CRPG History Abridged: 

The genre's evolution in 35 iconic games 

Highly influential titles that best showcase the advances, trends and changes in the genre over 40 years 
Original, revolutionary games were favoured over their often improved sequels. 


D&D (1975) 

Rogue (1980) 

Wizardry I: Proving Grounds of the Mad Overlord (1981) 
Ultima IV: Quest of the Avatar (1985) 

Dragon Quest (1986) 

Starflight (1986) 

Dungeon Master (1987) 

Pool of Radiance (1988) 

Wasteland (1988) 

Quest for Glory: So You Want to Be a Hero? (1989) 
Ultima Underworld: The Stygian Abyss (1992) 

Ultima VII: The Black Gate (1992) 

Lands of Lore: The Throne of Chaos (1993) 

The Elder Scrolls I: Arena (1994) 

Diablo (1996) 

Final Fantasy VII (1997) 

Fallout (1997) 

Baldurs Gate (1998) 

Deep Cuts: 

35 hidden gems you should play 

7.62 High Calibre 

A Dance with Rogues (Neverwinter Nights mod) 

Age of Decadence 
Albion 
Anachronox 
Anvil of Dawn 

Barkley, Shut Up and Jam: Gaiden 

Blackguards 

Chinese Paladin 

D&D: The Rise of Warduke (OpenBOR fan game) 

Dark Heart of Uukrul 
Dungeons of Daggorath 
Drakensang: The River of Time 
E.Y.E.: Divine Cybermancy 
Freedom Force 
Geneforge 

Knights of the Chalice 

Median XL: Ultimative (Diablo II mod) 


Might and Magic VI: The Mandate of Heaven (1998) 
Jagged Alliance 2 (1999) 

Planescape: Torment (1999) 

System Shock 2 (1999) 

Deus Ex (2000) 

Gothic (2001) 

The Elder Scrolls III: Morrowind (2001) 

Neverwinter Nights (2002) 

Star Wars: Knights of the Old Republic (2003) 

Fable (2004) 

Mass Effect (2007) 

Fallout 3 (2008) 

Dragon Age: Origins (2009) 

The Elder Scrolls V: Skyrim (2011) 

Dark Souls (2011) 

Divinity: Original Sin (2014) 

The Witcher 3: Wild Hunt (2015) 


Mordor: The Depths of Dejenol 
NEO Scavenger 

Nehrim: At Fates Edge (TES IV: Oblivion mod) 
Princess Maker 2 

Prophecy of Pendor (Mount & Blade: Warband mod) 
Realmz 

Return of Heracles 
Sengoku Ranee 
Star Control II 
Tale of Wuxia 
Tales of Maj’Eyal 

The Maimed God Saga (Nevewinter Nights 2 mod) 
Underrail 

Way of the Samurai 4 
Wizards & Warriors 
ZanZarah: The Hidden Portal 
vl.13 (Jagged Alliance 2 mod) 


517 






Further Reading 


T he goal of this book is to be a complete CRPG guide, that touches on as many related subjects as possible. 
This doesn’t mean trying to be a definite source, but rather knowing when something is outside our 
scope, page count, knowledge or qualification - and pointing to those who can better provide that 
content. Thus, here are some of the best sources of information on our beloved genre: 



Neal Hallford (2001) Swords & Circuitry: A Designer's Guide to Computer Role-Playing Games 

If I could only recommend one book, it would be this one. Neal Hallford is the legend behind 
Betrayal at Krondor, Planets Edge and M&M III, so when he talks about RPGs, you should listen. 
The book is full of great insights and is a pleasure to read for designers and fans alike. Plus it offers 
interviews with key game developers and even some design documents from CRPG classics. 



Matt Barton (2008) Dungeons and Desktops: The History of Computer Role-Playing Games 

The inspiration for the book you’re currently reading, but with a different focus. Here, Barton 
goes for a more academic approach, dividing and examining CRPG history into seven eras, 
then personally describing hundreds of titles. The reviews are a bit short, and its few images are 
all black-and-white, but there’s interesting content to be found here, especially on 80s titles. 



Tristan Donovan (2010) Replay: The History of Video Games 

If you’re interested in gaming history as a whole, this is the best book around. Donovan 
covers everything: arcades, the Apple II, Nintendo, Richard Garriott and Akalabeth, MUDs, 
MMORPGs, indies, local scenes and much more. Almost 50 pages of references and an elaborate 
“Gameography” makes this a wonderful book for any video game fan. 



Steven L. Kent (2001) The Ultimate History of Video Games 

If you want to learn about the early gaming history, from Pong to the late 90s, get this book. 
The focus is clearly on consoles and arcades, with computers barely being mentioned, but the 
content is still extremely rich and interesting. There are thousands of quotes from key people 
in the industry, providing a backstage look at the history of how gaming came to be. 



Rusel DeMaria and Johnny L. Wilson (2003) High Score!: The Illustrated History of Electronic Games 


Do not judge a book by its (poor) cover. This is an extremely well-researched and well-written 
book on gaming, focusing heavily on 80s and early 90s PC titles. There are great sections on 
Cinemaware, SSI, Ultima and Might and Magic, and the entire book is filled with rare photos, 
concept art, box covers and screenshots that will bring a tear to the eyes of nostalgic gamers. 


518 























Jon Peterson (2012) Playing at the World: A history of simulating wars, people and fantastic adventures 

The most in-depth title in this list, Jon Peterson wrote a 700-page book on everything you could 
ever want to know about the early history of role-playing. From wargames in the 18th century 
to Tolkien’s influence on fantasy to detailed rules analysis and even fanzine letters about the first 
CRPGs on the PLATO mainframes. It’s an incredibly dense, but rewarding read. 



Shannon Appelcline (2014) Designers & Dragons 

Originally released as a 300-page book in 2011, Designers & Dragons has since been expanded into 
a large 4-volume set, each dedicated to one decade of tabletop RPGs. While Playing at the World 
focuses heavily on Dungeons &Dragons and the historical origins of role-playing, this one is packed 
with information on modern releases and non -D&D games, serving as a great companion piece. 



David L. Craddock (2015) Dungeon Hacks: How NetHack, Angband, and Other Roguelikes 
Changed the Course of Video Games 

This book comes to fill an important gap, focusing exclusivly on the first roguelikes and the 
history behind them. It covers Rogue, Hack, ADOM, Moria, Angband and other early entries, 
providing context to their origins and valuable interviews with their creators. 



Brad King (2008) Dungeons & Dreamers: A story of how computer games created a global community 

Written like a script for a documentary, the book tells the history of selected games, together with 
the lives of their developers. It focuses heavily on Richard Garriott and the Ultima series, but you’ll 
also read amusing stories behind Colossal Cave, MUDs, Doom, Counter-Strike and others. 



Kurt Kalata (2011) HardcoreGamingl01.net presents:The Guide to Classic Graphic Adventures 

The definitive guide for adventure games, this book by the folks at HardcoreGaminglOl is an 
impressive 780-page monolith, with long and detailed reviews of over 300 games, including 
CRPG hybrids such as Quest for Glory, Neuromancer, Circuits Edge, BloodNet and others. 



Jason Schreier (2017) Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories behind 
How Video Games are Made 

A veteran Kotaku reporter, Jason explores the stories behind the development of 13 recent games, 
including Pillars of Eternity, Diablo III, Dragon Age: Inquisition and The Witcher 3. It’s the best 
book on the market to show the challenges and complexity of game development. 



CRPG manuals 

If you want to understand classic CRPGs better, take a look at the manuals of games such as Eye of the Beholder, 
Darklands, Fallout , Arcanum and Baldurs Gate ; they went far beyond simply explaining the game mechanics. Dusk 
of the Gods gave lessons on mythology, the Ultima guides felt like they came from Britannia itself and Redguard had 
the amazing “Pocket Guide to the Empire”, a description of the entire world of The Elder Scrolls games. You were in 
an adventure even before turning on your computer. 

For a modern example, Ni no Kuni (2010) has easily one of the best and most immersive game manuals ever made. 


519 



















Abandonia - www.abandonia.com 


A massive database of over one thousand abandonware MS-DOS games. Each game is accompanied by a review 
and a few high-quality screenshots, plus a link to where you can buy or download it. Also hosts a collection of 
gamebooks, music from various games and a selection of recommended software for the retro gamer. 


Computer Gaming World Museum - www.cgwmuseum.org 

The legendary CGW magazine ran from 1981 to 2006, and all the issues are available freely for download on the 
website. Reading them is like travelling back in time, and its fun to see all the ads and reviews games had at release. 

Gamasutra - www.gamasutra.com 

A website oriented towards game developers, it hosts articles written by upcoming indies and industry veterans alike. 
But its highlights are the dozens of post-mortem articles, offering a great behind-the-scenes look at classic games. 

GOG.com - www.gog.com 

Part of CD Projekt and formerly known as Good Old Games, its an online store dedicated to DRM-free games, with 
hundreds of classic games available - all in handy installation packs that configure them to work on modern PCs. 

Hardcore Gaming 101 - www.hardcoregaminglQl.net 

Live since 2004, the website offers thousands of in-depth articles on less mainstream games and series, while also 
publishing quality books on gaming. Be sure to check out their Wizardy , Might and Magic and Ultima articles. 

Internet Archive - www.archive.org 

One of the most important websites on the Internet, not only does it allow access to literally billions of now-unac- 
cessible web pages, but also provides free access to countless texts, videos, images, music and software. Since 2015, 
it even allows for in-browser emulation of thousands of MS-DOS games. 

Matt Chat - www.youtube.com/user/blacklilv8 

If you’re a fan of classic games, Matt Chat is one of the best things on YouTube. With over 200 weekly episodes, it 
interviews designers such as Chris Avellone, Richard Garriott, John Romero, Brian Fargo and many others. 


MobyGames - www.mobygames.com 

Founded in 1999, MobyGames is an extremely useful database containing reviews, ratings, high-quality screen- 
shots, box pictures, release dates, trivia and credits of over 100,000 games from about every platform in existence. 


Mod DB - www.moddb.com 

A huge modding website that dates back to 2002 hosting Half-Life mods, it still has a very active community, with 
regular contests and awards. Offers thousands of new mods, as well as classic mods from the 2000s. 


Nexus Mods - www.nexusmods.com 

A popular website featuring thousands of mods for modern games, such as The Witcher ; Dark Souls , Dragon Age, 
Fallout and Mass Effect. It also offers an open-source mod manager to help you install and organise your mods. 
















PC Gaming Wiki - www.pcgamingwiki.com 


A wiki devoted to helping people run PC games and fine-tune them. You’ll find detailed information on system 
requirements, retail versions, save-game locations and graphical, input and audio settings for several PC games. 
There are also guides on which patches to use, useful config tweaks, helpful mods and how to solve common issues. 


Replacement Docs - www.replacementdocs.com 

Offers scanned versions of manuals, quick-reference sheets, maps and copy-protection codices of pretty much every 
game out there. Because remember kids, winners always read the manual. 

RogueBasin - www.roguebasin.com 

An extensive wiki/database entirely dedicated to roguelikes. There you’ll find detailed entries on virtually every 
roguelike out there, plus articles on the genre, guides for aspiring developers and community-hosted events. 

RPG Codex - www.rpgcodex.net 

“The site that makes developers shiver," as Brian Fargo said. The Codex was founded in 2002 by CRPG fans that were 
tired of seeing their posts deleted from official forums. So, expect a blunt tone and harsh, but honest opinions from 
some of the most passionate CRPG fans you’ll ever see. The lengthy reviews and interviews here are top-notch. 


RPG Watch - www.rpgwatch.net 

The Watch is a smaller and more “civil” CRPG forum. Founded in 2006 by editors from the now-extinct RPGDot, 
its posters have been playing games for decades, and it shows. They are a tight group of veterans that will warmly 
welcome new posters, debating newer games and impressing you with their knowledge of the old ones. 

The CRPG Addict - www.crpgaddict.blogspot.com 

In 2010, Chester Bolingbroke began a blog to records his ambitious project: to play every single CRPG released. 
He’s still going strong, writing detailed posts about each game, with screenshots and trivia, rating the games in 
various categories and occasionally even attracting comments and discussions with the games' developers. 


The Digital Antiquarian - www.filfre.net 

Jimmy Maher is the author of The Future Was Here: The Commodore Amiga , a 2012 book on the history of the Amiga. 
After finishing the book, he began this blog, where he regularly posts well-researched and in-depth articles about classic 
games, such as Oregon Trail, Dungeon Master, Ultima, Wizardry, Zork and many others. 


Vogons - www.vogons.org 

An extremely useful forum dedicated to helping people get their games running correctly, be they old MS-DOS 
titles, early 3D games or even modern AAA productions. Its users are very experienced and helpful, but be sure to 
search the forums before spamming simple questions. 














Glossary 


AD&D: Advanced Dungeons & Dragons , a more complex 
version of Dungeons & Dragons. It was first published in 
1977, had a second edition in 1989 and ended in 2000, 
when the 3rd Edition D&D combined AD&D and D&D. 

Action RPG (ARPG): CRPGs where player reflexes and 
skills can be just as important as the characters stats, e.g. 
Diablo and Dark Souls. 

Alignment: A categorisation of the ethics and morals of 
characters. The most well-known one is the Dungeons & 
Dragons alignment system, which is divided into two axes: 
Good, Neutral or Evil; and Lawful, Neutral or Chaotic. 

Alpha: An early development stage where content and 
features are still being implemented. 

AoE: Area of Effect, a term used to describe attacks and 
skills that affect multiple targets inside an area. 

Beta: A development stage where all content and features 
are present, but they still contain several bugs and issues. 

Blobber: A slang term for party-based games with first- 
person view, such as Wizardry, Dungeon Master and Legend 
of Grimrock, where the entire party moves as one, as if it 
was an amorphous blob. 

CGA: Colour Graphics Adapter, a display standard 
created by IBM in 1981. It could display up to four colours. 

CGW: Computer Gaming World, one of the worlds most 
popular and influential video game magazines. It was 
published in the US from 1981 to 2006. 

CRPG: Computer Role-Playing Game. Term used to 
differentiate computer RPGs from tabletop RPGs. 

CYOA: Choose Your Own Adventure, a series of books 
where readers make choices that will determine the 
outcome of the story. The first book, The Cave of Time, was 
written by R.A. Montgomery and published in 1979. The 
series is still ongoing, with over 180 published books, and 
became synonymous of the entire gamebook genre. 

D&D: Dungeons & Dragons, the popular tabletop RPG by 
Gary Gygax and Dave Arneson, first released in 1974. 


DPS: Damage Per Second. 

Dungeon Crawler: An RPG where you spend most (or all) 
of your time fighting inside dungeons. Combat is usually 
the main focus, e.g. Wizardry and Darkest Dungeon. 

EGA: Enhanced Graphics Adapter, a display standard 
created by IBM in 1984. It could display up to 16 colours. 

Emulator: A software that simulates a specific hardware, 
e.g. DOSBox will mimic a computer running MS-DOS, 
allowing users to play games that only run on MS-DOS. 

FMV: Full Motion Video, a style of storytelling based on 
short clips of pre-recorded video, usually with real actors. 
Enabled by CD-ROMs, it was very popular in the mid-90s, 
thanks to games like The 7th Guest and Phantasmagoria. 

Freeware: Software which is 100% free, without any 
licence or purchase being required. 

Game Master (GM): A person who prepares and executes 
an adventure for a group of players, presenting challenges, 
acting as referee and directing the overall experience. 

Gold Box: A series of CRPGs developed by SSI, based 
on AD&D. The nickname comes from the golden boxes 
they were usually packaged in. From 1988 to 1993, the 
Gold Box engine was used to create 14 titles. 

Grind: Derogatory term for the act of repeatedly fighting 
the same enemies in order to gain experience or gold. 

Infinity Engine: A game engine developed by Bio Ware 
in 1998. It was used on the Baldurs Gate games and 
licensed to Interplays Black Isle, who used it to created 
Planescape: Torment and the Icewind Dale series. 

LARP: Short for Live-Action Role-Playing, a type of RPG 
played by a group of people physically enacting their roles, 
usually involving costumes and props. 

McGuffin: Derogatory term for generic, poorly explained 
plot devices that the protagonist must pursue - saving 
a princess, recovering an artefact, etc. The term was 
popularised in film-making by Alfred Hitchcock. 


522 





MIDI: Musical Instrument Digital Interface, an audio 
standard. While MP3 carries audio recordings, MIDI files 
are actually a series of notes and instructions that will be 
played by the computer s virtual instruments. This was 
used to save space, as MIDI files are much smaller. 

MMORPG: Massive Multiplayer Online Role-Playing 
Game, online RPGs where thousands of players share the 
same world. The term was coined by Richard Garriott to 
differentiate Ultima Online (1997) from previous online 
RPGs, which only supported a few dozen players at once. 

MUD: Multi-User Dungeon, online virtual worlds where 
multiple people play together. They are usually text-based, 
and range from RPGs to adventure games to educational 
titles. The first MUD was created by Roy Trubshaw in 1978. 

ROM: Read-Only Memory, a type of computer memory 
meant only to be read, such as the one on game cartridges. 
In the context of emulation, it means a copy of a games 
ROM, created in order to be played on an emulator. 

NPC: Non-Player Character, refers to all in-game characters 
not controlled by a player, such as enemies or shopkeepers. 

Open-World: Term used to define games that allow 
players to freely roam a large world, instead of progression 
through linear levels. 

Permadeath: If a character dies, he/she is deleted - you 
cant reload. A core feature of roguelikes, often presented 
in other games as “Hardcore Mode”. 

Phase-Based: Also know as “We-Go”, its a turn-based 
combat system where both players give orders to all their 
characters at once, then the results are calculated. 

Player Character (PC): The character(s) which are 
controlled by the player, as opposed to NPCs. 

Power Gaming: Playing a game just to win in the most 
effective way possible, ignoring the characters and story. 
Also known as “min-maxing” or “munchkin”. 

Point-Buy: Often used to refer to RPG systems which give 
players a set number of points in order to “purchase” their 
stats, skills, talents, etc. - such as Drakensang - as opposed 
to games where these are determined by dice-rolls. 

Prestige Class: A specialisation that is available once the 
character meets certain requirements, e.g. in order to 
become a Blood Mage in Dragon Age: Origins , a mage 
must first make a pact with a demon. 

Procedural Generation: Content that’s created based on an 
algorithm. While often confused with randomly generated 
content, its not necessarily random; games like Telengard 
and No Mans Sky use it to create massive, fixed worlds. 

QA: Quality Assurance, the team responsible for testing a 
software to ensure its working as intended and free of bugs. 


QTE: Quick Time Event, an in-game event where players 
must press the correct buttons at the correct time, usually 
during a cutscene or cinematic sequence. 

RNG: Random Number Generator, the algorithm used to 
simulate dice-rolls and other random in-game events. 

RTFM: Short for “Read The Fucking Manual”. 

Real Time with Pause (RTwP): A combat system first 
introduced in Darklands (1992), where battles flow in real¬ 
time, but can be paused at any time for the player to issue 
commands. It was popularised by Baldurs Gate (1998). 

Roguelike: A sub-genre of RPGs that share many core 
features with Rogue (1980), such as permadeath, random 
maps, turn-based combat, grid-based movement, etc. 

Roguelite: A definition created to separate “full” roguelikes 
from games that only share a few features with Rogue , such 
as permadeath or random maps, e.g. The Binding of Isaac, 
Rogue Legacy and FTL: Faster Than Light are roguelites. 

Save-Scumming: A slang term for frequently saving and 
reloading in order to win a battle or get a rare item. 

Shareware: Software which is distributed freely, but 
comes with some restrictions that are only unlocked 
by buying the full version, i.e. the shareware version of 
the original Doom (1993) only had the first of its nine 
chapters - players had to purchase it to play the rest. 

Shovelware: Derogatory term for flawed, low-budget games. 

THACO: To Hit Armour Class Zero, a system from the 1st 
and 2nd editions of D&D, used to calculate if an attack will 
hit. To score a hit, one must roll a value equal or greater 
than their THACO, minus the targets Armour Class (AC). 

Example : If a character has a THACO of 8 and his target 
has an AC of 2, then 8-2 = 6. He must roll 6 or more to hit. 

Text Parser: An input system where the player types 
actions or keywords to interact with the game. It was very 
common in early Adventure games and RPGs, before the 
popularisation of the mouse and graphical UIs. 

Ul: User Interface, the means through which the player 
and the game interact - menus, information displays, 
controls, etc. 

Vancian Magic: A system where magic-users must read 
grimoires to memorise spells, which are forgotten once 
cast (e.g. D&D and Baldurs Gate). It was inspired by the 
Dying Earth book series, written by Jack Vance in the 1950s. 

VGA: Video Graphics Array, a display standard created by 
IBM in 1987. It could display up to 256 colours. 

XP: Short for Experience Points. 


523 




Index 


# 

7.62 High Caliber, 372 

A 

Academagia: The Making of Mages, 418 

ADOM - Ancient Domains of Mystery, 194 

Aaklash: Legacy, 457 

Agarest: Generations of War, 368 

Agarest: Generations of War 2, 368 

Agarest: Generations of War Zero, 368 

Age of Decadence, 478 

Age of Pirates: Caribbean Tales, 356 

Age of Pirates 2: City of Abandoned Ships, 356 

Akalabeth: World of Doom, 44 

Al-Qadim: The Genies Curse, 196 

Albion, 214 

Ali Baba and the Fourty Thieves, 62 

Alien Fires 2199 A.D., 87 

Aliens: Crucible, 509 

Alpha Protocol: The Espionage RPG, 412 

Alter Ego, 86 

Alternate Reality: The City, 74 
Alternate Reality: The Dungeon, 75 
Ambermoon, 173 
Amber star, 172 

An Elder Scrolls Legend: Battlespire, 225 

Anachronox, 282 

Angband, 61 

Anvil of Dawn, 218 

Apventure to Atlantis, 41 

ArcaniA: Gothic 4, 407 

Arcanum: Of Steamworks & Magick Obscura, 284 

Arx Fatalis, 298 

Autoduel, 80 

Avatar, 33 

Avernum, 209 

Avernum: Escape from the Pit, 209 


B 

Baldur s Gate, 238 

Baldur s Gate II: Shadows of Amn, 262 
Bards Tale, 331 

Barkley, Shut up and Jam: Gaiden, 377 

Beneath Apple Manor, 38 

Betrayal at Krondor, 182 

Betrayal in Antara, 232 

Beyond Divinity, 295 

Birthright: The Gorgon’s Alliance, 224 

Blackguards, 464 

Blackguards 2, 464 

Blades of Exile, 209 

BloodNet, 181 

Bloodwych, 120 

Borderlands, 404 

Borderlands 2, 405 

Borderlands: The Pre-Sequel, 405 

Bound by Flame, 459 

Breath of Fire IV, 272 

Brigade E5: New Jagged Union, 372 

Brogue, 51 

C 

Captive, 132 
Card Hunter, 458 
Castle of the Winds, 113 
Cataclysm: Dark Days Ahead, 456 
Champions of Krynn, 133 
Champions, 507 
Chaos Strikes Back, 97 
Chinese Paladin, 498 
Citadel of the Black Sun, 511 
Circuits Edge, 129 

Cobra Mission: Panic in Cobra City, 142 
Cthulhu Saves the World, 410 
Curse of Ra, 42 

Curse of the Azure Bonds, 103 
CyberMage: Darklight Awakening, 205 


524 





D 

Dark Messiah: Might and Magic, 358 
Dark Queen of Krynn, 133 
Dark Souls, 422 

Dark Sun Online: Crimson Sands, 187 

Dark Sun: Shattered Lands, 186 

Dark Sun: Wake of the Ravager, 187 

DarkSpyre, 159 

Darklands, 168 

Death Knights of Krynn, 133 

Deathlord, 90 

Defender s Quest: Valley of the Forgotten, 445 

Demise: Rise of the Ku’tan, 213 

Depths of Peril, 406 

Descent to Undermountain, 229 

Deus Ex, 260 

Deus Ex: Human Revolution, 432 
Deus Ex: Invisible War, 322 
Deus Ex: Mankind Divided, 433 
Diablo, 222 
Diablo II, 268 
Diablo III, 446 

Digital Devil Story: Megami Tensei, 494 

Dink Smallwood, 236 

Dins Curse, 406 

Disciples of Steel, 146 

Divine Divinity, 294 

Divinity II: Ego Draconis, 389 

Divinity: Original Sin, 466 

Divinity: Original Sin 2, 466 

dnd, 31 

Dragon Age: Origins, 390 

Dragon Age II, 429 

Dragon Age: Inquisition, 468 

Dragon Quest, 494 

Dragon Slayer, 493 

Dragon Wars, 73 

Dragons Dogma, 442 

Dragons Eye, 56 

Drakensang: The Dark Eye, 382 

Drakensang: The River of Time, 383 

Drakkhen, 109 

Dungeon Campaign, 40 

Dungeon Crawl: Stone Soup, 51, 350 

Dungeon Hack, 189 

Dungeon Master, 96 

Dungeon Siege, 308 

Dungeon Siege II, 309 

Dungeon Siege III, 309 

Dungeon, 493 

Dungeons & Dragons: Shadows over Mystara, 219 
Dungeons & Dragons: Tower of Doom, 219 


Dungeons of Daggorath, 57 
Dungeons of Dredmor, 419 
Dunjonquest: Temple of Apshai, 42 
Dwarf Fortress, 346 

E 

E.V.O.: The Theory of Evolution, 499 
E.Y.E.: Divine Cybermancy, 420 
Eamon, 48 
Elona, 369 

Entomorph: Plague of the Darkfall, 211 

Escape from Hell, 139 

Eschalon, 374 

Eschalon: Book 2, 375 

Eschalon: Book 3, 375 

Evil Islands: Curse of the Lost Soul, 274 

Exile II: Crystal Souls, 209 

Exile III: Ruined World, 209 

Exile: Escape from the Pit, 208 

Eye of the Beholder, 140 

Eye of the Beholder 2: Legend of Darkmoon, 141 
Eye of the Beholder 3: Assault on Myth Drannor, 141 

F 

FTL: Faster Than Light, 448 
Fable, 326 

Faery: Legends of Avalon, 411 

Fallout: A Post-Nuclear Role-Playing Game, 226 

Fallout 2, 242 

Fallout 3, 380 

Fallout 4, 484 

Fallout: New Vegas, 414 

Fallout: Van Buren, 507 

Fate, 344 

Fate: Gates of Dawn, 145 
Final Fantasy VII, 230 
Final Fantasy, 495 

Forgotten Realms: Unlimited Adventures, 190 
Fortune Summoners: Secret of the Elemental Stone, 384 
Fracas, 62 

Freedom Force vs the Third Reich, 307 
Freedom Force, 306 
Future war, 33 

G 

Gates of Skeldal, 505 

Gateway to the Savage Frontier, 151 

Geneforge, 290 

Gorky 17, 257 

Gothic, 286 

Gothic II, 310 

Gothic 3, 352 


525 




Grandia II, 273 

Grim Dawn, 345 

Guardians: Agents of Justice, 508 

H 

Halls of the Dead: Faery Tale Adventure II, 95 

Hand of Fate, 487 

Hands of Fate 2, 487 

Heart of Fantasy 2, 494 

Hellgate: London, 376 

Heroines Quest: The Herald of Ragnarok, 453 

Hexplore, 237 

Hillsfar, 112 

Hired Guns, 185 

Hydlide, 493 

Hyperdimension Neptunia - Re;Birthl, 452 

I 

Icewind Dale, 276 

Icewind Dale II, 300 

Ishar: Legend of the Fortress, 162 

Ishar 2: Messengers of Doom, 163 

Ishar 3: The Seven Gates of Infinity, 163 

J 

J.R.R. Tolkien’s Lord of the Rings, Vol. 1,130 

J.R.R. Tolkien’s The Lord of the Rings, Vol. II: The Two 

Towers, 131 

Jade Empire, 342 

Jagged Alliance 2, 246 

K 

Kamidori Alchemy Meister, 504 
Kingdoms of Amalur: Reckoning, 438 
King’s Quest: Mask of Eternity, 244 
Knights of Legend, 116 
Knights of Xentar, 143 
Knights of the Chalice, 400 
Kult: Heretic Kingdoms, 323 

L 

Labyrinth of Touhou, 501 

Lands of Lore: The Throne of Chaos, 188 

Lands of Lore II: Guardians of Destiny, 228 

Legacy of the Ancients, 67 

Legend of Grimrock, 438 

Legend of Grimrock II, 439 

Legend, 158 

Liberation: Captive 2, 132 
Lionheart: Legacy of the Crusaders, 317 
Lords of Xulima, 468 
Lords of the Fallen, 469 


M 

Magical Diary, 430 
Marauder, 397 
Mass Effect, 360 
Mass Effect 2, 416 
Mass Effect 3, 434 
Meantime, 506 

MegaTraveller: The Zhodani Conspiracy, 134 
MegaTraveller 2: Quest for the Ancients, 135 
Menzoberranzan, 207 

Might and Magic I: Secret of the Inner Sanctum, 82 

Might and Magic II: Gates to Another World, 83 

Might and Magic III: Isles of Terra, 148 

Might and Magic IV: Clouds of Xeen, 156 

Might and Magic V: Darkside of Xeen, 156 

Might and Magic VI: The Mandate of Heaven, 240 

Might and Magic VII: For Blood and Honor, 256 

Might and Magic VIII: Day of the Destroyer, 265 

Might and Magic IX, 301 

Might and Magic X, 460 

Might and Magic: Worlds of Xeen, 156 

Moebius: The Orb of Celestial Harmony, 119 

Moraff’s World, 144 

Mordor: Depths of Dejenol, 212 

Moria (PLATO), 32 

Moria, 60 

Mount & Blade, 386 

Mount & Blade: Warband, 387 

Mystery Chronicles: One Way Heroics, 481 

N 

NEO Scavenger, 462 
NetHack, 92 
Neuromancer, 99 
Neverwinter Nights, 302 

Neverwinter Nights: Aurora Toolset & Modules, 304 
Neverwinter Nights 2, 354 
Neverwinter Nights 2: Mask of the Betrayer, 366 
Neverwinter Nights 2: Storm of Zehir, 388 
Newcomer, 509 

O 

Odyssey: The Compleat Apventure, 41 
Of Ores and Men, 444 
Omikron: The Nomad Soul, 254 
One Way Heroics, 481 
Oubliette, 32 

P 

Paper Sorcerer, 449 
Path of Exile, 454 
pedit5, 31 


526 




Perihelion: The Prophecy, 177 
Phantasie, 76 
Phantasie II, 77 

Phantasie III: The Wrath of Nikademus, 77 

Phantasy Star, 495 

Pillars of Eternity, 488 

Pirates of the Caribbean, 356 

Planescape: Torment, 248 

Pool of Radiance, 102 

Pool of Radiance: Ruins of Myth Drannor, 292 

Pools of Darkness, 103 

Prince of Qin, 312 

Princess Maker 2, 178 

Prophecy I: The Fall of Trinadon, 108 

Puzzle Quest 2, 362 

Puzzle Quest: Challenge of the Warlords, 362 
Quest for Glory I: So You Want to Be a Hero, 114 
Quest for Glory II: Trial by Fire, 115 
Quest for Glory III: Wages of War, 115 
Quest for Glory IV: Shadows of Darkness, 174 
Quest for Glory V: Dragon Fire, 175 
Questron, 66 
Questron II, 67 

R 

Rage of Mages, 234 
Rage of Mages 2: Necromancer, 235 
Ravenloft: Stone Prophet, 206 
Ravenloft: Strahd’s Possession, 207 
Realms of Arkania: Blade of Destiny, 152 
Realms of Arkania II: Star Trail, 153 
Realms of Arkania III: Shadows over Riva, 153 
Realmz, 198 

Recettear: An Item Shops Tale, 363 
Return to Krondor, 233 
Rings of Zilfin, 81 
Risen, 396 

Risen 2: Dark Waters, 398 
Risen 3: Titan Fords, 399 
Rogue, 50 

S 

S.T.A.L.K.E.R.: Call of Pripyat, 365 

S.T.A.F.K.E.R.: Clear Sky, 365 

S.T.A.F.K.E.R.: Shadow of Chernobyl, 364 

SD Snatcher, 497 

Sacred, 324 

Sacred 2, 325 

Sacred 3, 325 

Sea Dogs, 356 

Sea Dogs: To Each His Own, 356 
Seal of Evil, 313 


Secret of the Silver Blades, 103 
Sengoku Ranee, 503 

Septerra Core: Legacy of the Creator, 245 

Seventh Sense, 385 

Severance: Blade of Darkness, 288 

ShadowCaster, 176 

Shadowlands, 170 

Shado worlds, 171 

Shadowrun Returns, 450 

Shadowrun: Dragonfall, 451 

Shadowrun: Hong Kong, 451 

Siege of Avalon, 264 

Sorcerian, 495 

Soulbringer, 270 

South Park: The Fractured but Whole, 474 
South Park: The Stick of Truth, 474 
Space Rangers 2: Dominators, 328 
Spirit of Excalibur, 136 
Star Control 2, 166 

Star Saga: One - Beyond The Boundary, 104 
Star Saga: Two - The Clathran Menace, 104 
Star Wars: Knights of the Old Republic, 314 
Star Wars: Knights of the Old Republic II - The Sith 
Lords, 336 

Starflight 2: Trade Routes of the Cloud Nebula, 85 
Starflight, 84 
Stonekeep, 216 

Stormbringer: Elric of Melnibone, 508 
Strife: Quest for the Sigil, 217 
Sudeki, 330 
Summoner, 280 
Sunless Sea, 486 

Super Columbine Massacre RPG!, 340 

Superhero League of Hoboken, 197 

Sword of Moonlight: King’s Field Making Tool, 502 

SwordThrust, 49 

System Shock, 258 

System Shock 2, 258 

T 

TRON 2.0,318 

Tale of Wuxia, 482 

Tale of Wuxia: The Pre-Sequel, 483 

Tales of Maj'Eyal, 436 

Telengard, 58 

Temple of Elemental Evil, 320 

The Banner Saga, 461 

The Banner Saga 2, 461 

The Bard’s Tale I: Tales of the Unknown, 72 

The Bard’s Tale II: The Destiny Knight, 73 

The Bard’s Tale III: Thief of Fate, 73 

The Bard’s Tale IV, 510 


527 




The Bards Tale Construction Set, 150 

The Battle for Wesnoth, 316 

The Black Hound, 507 

The Black Onyx, 493 

The Broken Hourglass, 510 

The Dark Heart of Uukrul, 118 

The Elder Scrolls I: Arena, 200 

The Elder Scrolls II: Daggerfall, 220 

The Elder Scrolls III: Morrowind, 296 

The Elder Scrolls IV: Oblivion, 348 

The Elder Scrolls V: Skyrim, 428 

The Eternal Dagger, 71 

The Faery Tale Adventure, 94 

The Immortal, 121 

The Last Remnant, 378 

The Legacy: Realm of Terror, 184 

The Legend of Blacksilver, 67 

The Legend of Cao Cao, 500 

The Legend of Heroes: Trails in the Sky, 334 

The Legend of Heroes: Trails in the Sky SC, 335 

The Legend of Heroes: Trails in the Sky - The 3rd, 335 

The Legend of Zelda, 494 

The Magic Candle, 110 

The Magic Candle II - The Four and Forty, 111 

The Magic Candle III, 111 

The Return of Heracles, 62 

The Screamer, 493 

The Summoning, 159 

The Upper Reaches of Apshai, 42 

The Witcher, 370 

The Witcher 2: Assassins of Kings, 424 

The Witcher III: Wild Hunt, 476 

Titan Quest, 345 

Torchlight, 394 

Torchlight II, 395 

Torn, 507 

Tower of Druaga, 493 
Transistor, 463 

Treasures of the Savage Frontier, 151 
Tunnels & Trolls: Crusaders of Khazan, 128 
Two Worlds, 408 
Two Worlds II, 408 

U 

Ultima I, 54 

Ultima II: Revenge of the Enchantress, 59 
Ultima III: Exodus, 64 
Ultima IV: Quest of the Avatar, 78 
Ultima V: Warriors of Destiny, 106 
Ultima VI: The False Prophet, 124 
Ultima VII: The Black Gate, 160 
Ultima VII - Part 2: Serpent Isle, 161 


Ultima VIII: Pagan, 192 

Ultima VIII: The Lost Vale, 508 

Ultima IX: Ascension, 250 

Ultima Underworld: The Stygian Abyss, 154 

Ultima Underworld II: Labyrinth of Worlds, 155 

UnderRail, 475 

Undertale, 480 

V 

Valkyria Chronicles, 379 

Vampire: The Masquerade - Bloodlines, 332 

Vampire: The Masquerade - Redemption, 268 

Veil of Darkness, 180 

Venetica, 393 

Vengeance of Excalibur, 137 

W 

Warhammer 40,000: Dawn of War II, 392 

Wasteland 2, 472 

Wasteland, 100 

Way of the Samurai 4, 426 

Wilderness Campaign, 41 

Windwalker, 119 

Witchaven, 204 

Witchaven II: Blood Vengeance, 204 
Wizardry 8, 280 

Wizardry II: Knights of Diamond, 53 

Wizardry III: Lecagy of Llylgamyn, 53 

Wizardry IV: The Return of Werdna, 91 

Wizardry V: Heart of the Maelstrom, 105 

Wizardry VI: Bane of the Cosmic Forge, 126 

Wizardry VII: Crusaders of the Dark Savant, 164 

Wizardry VIII: Stones of Arnhem, 511 

Wizardry: Proving Grounds of the Mad Overlord, 52 

Wizards & Warriors, 279 

Wizards Crown, 70 

World of Aden: Thunderscape, 210 

Worlds of Ultima: Martian Dreams, 149 

Worlds of Ultima: The Savage Empire, 138 

X 

Xanadu, 492 

Y 

Ys: The Vanished Omens, 88, 494 
Ys II: The Final Chapter, 88 
Yumina: The Ethereal, 396 

Z 

ZanZarah: The Hidden Portal, 293 
Zeliard, 98 


528